Oculus RIFT Head Mounted Display 90 Degree FOV

  • Thread starter ibuycheap
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Haha, absolutely not.

I was actually just complaining the other day I wanted to try the new Formula Truck (I pre-ordered it months ago) but I don't want to play racing games on regular screens any more.
 
Very helpful to see videos showing the actual experience through the lens, and not just a picture of someone's computer screen. I always wondered just how bad the resolution was and whether or not I could live with it, but seeing it through the eyehole and using a 1080p camera really gives the impression of the user experience. The video that used the GoPro gave a better acurate representation of FOV, but sacrificed video quality compared to the one that used the Galaxy Note Camera - which is surprising. THis might simply be luck that one was able to capture a better picture over the other, maybe because of the design of the cameras picks up light differently. Anyways, please keep posting videos like these shot through the Oculus' lens. Hopefully someone will find a way to use a high quality video camera with a small diameter lens that can fit into the eyehole on the rift so we can see in full definition what the quality will be like, coupled with what the FOV will be like. (I know I know, its a tall order)
 
Now unofficially supported in rFactor 2. Ooh yeah.

Any of you guys care to comment on whether or not you'd be able to wear a pair of over ear headphones at the same time as the rift?
I have a pair of Logitech G35s and wouldn't want them to go to waste.
 
I wear G930's with it, which are essentially the same as G35's, just wireless.

I have no problem at all. Some of the videos you see of people trying it, they put the head strap over their ears. I still can't figure out why, it's completely idiotic and quite uncomfortable. Just put the strap slightly above your ears, adjust it, tighten it down on the top and the back and throw your headphones on. Works perfectly.
 
Oculus reached out to iRacing a week or two ago to propose a partnership for some of their display events.

The first one is Gamescom in Germany. Wish I could be there, but here's some pictures and video of iRacing on the HD prototype.

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The HD version looks AMAZING with iRacing compared to the current dev kit. This makes me more than confident that 1080p will be enough for an initial consumer release. I'm currently racing with the dev kit Rift and I would say it is the absolute bare minimum to race with. If it was any worse I wouldn't be able to race with it. I love racing with it now, but I do have to make some sacrifices and changes in the way I drive due to not being able to see clearly in the distance.

I can't wait! Hopefully mid-2014 or sooner!
 
Great news mate, it looks so slick even just through the eye piece. Early 2014 please Oculus!!! You will make just about every simracer's day, month, year and decade with the release of this awesome device.

Who needs triples when you can "BE'' in the car you are racing!!!!!

Ta for posting this Superbike81, cheers mate
 
Wish they could stick a Galaxy Note in there like the above video, but from what we can see, it does appear to render the horizon clearly. Cautiously optimistic.

I still hold out (false) hope that a dev kit 2.0 using the new Nexus 7 screen is coming.

EDIT:

http://lgdnewsroom.com/press_releases/2734

LG has just announced the development of a 5.5 phone screen with a 2560X1440 resolution. 538dpi lol. I never thought this DPI war was going to get that insane, but bring it on. VR welcomes it.
 
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In a gamescom video Palmer said about the date, up to multiples of months but not multiples of years.

From the many videos I feel they're thinking no longer than 14-15 months and maybe working hard on 8-12.

i'd so buy a HD prototype right now, even if it lasted a short time.
 
When I imagined myself racing with this thing on I realized that I wont be seeing the wheel and the shifter. While being great for watching videos and playing some FPS titles this is no good for racing just yet (my personal opinion).
 
When I imagined myself racing with this thing on I realized that I wont be seeing the wheel and the shifter. While being great for watching videos and playing some FPS titles this is no good for racing just yet (my personal opinion).

Well, as someone who races with the Rift almost every single day, I can tell you that until you try it, you can't understand what it's like.

You don't have to see the steering wheel, or the shifter. You'll do fine, trust me.
 
When I imagined myself racing with this thing on I realized that I wont be seeing the wheel and the shifter. While being great for watching videos and playing some FPS titles this is no good for racing just yet (my personal opinion).

I have the exact same concern, which I arrived at by the same means (trying to picture what it would be like). Others have said that it isn't as big a deal as you'd think and I'm willing to give them the benefit of the doubt.
 
The immersion level is the last thing you will need to worry about. Superbike had the same concerns as you about button boxes and shifters before he tried it, and afterward he gave this very helpfull review a couple of pages back...
superbike81
After a couple minutes (or even less) the digital arms in front of you become "your" arms. So you no longer look for your own skin, you look at what you see in front of you inside of the Rift and that becomes you. I look down and my brain thinks, "my legs look different, that's weird" but after a minute or two it switches to "those are my arms and legs."

There is a period of "coming down" when I take the Rift off after a 45+ minute session of driving. My depth perception is all screwed up, I reach out to touch my keyboard or mouse and either overshoot or undershoot my target. You have to come out of it slowly and sit there for a second. Only then does your brain figure out that you are back in the real world.

It's difficult to understand without trying it. So if you have someone near you who has one, try it.

This is the best review if how it feels to use it so far. As for breaking the immersion, the immersion is so much more intense in VR that your brain will fill in the differences like it does now when you stare at a computer screen and try and forget that you are not really in a race car. This device makes that even easier to do, so seeing shifters in real life will seem like a non-issue after you get used to virtual reality and your muscle memory takes over.
 
I will concede that using a shifter is a bit odd the first time you do it. There is no problem in physically locating it or getting it in the right gear, it's the fact that you reach down to shift but the in-game arm doesn't move off of the wheel at the same time as your arm does, if at all (depending on the game).

You still get used to it after a while. If you just use paddle shifters it's no problem at all, so driving newer cars is no problem at all.

The Bettenhausen brothers made that "What's it like" video that I think was posted here a couple pages back and they brought up the point that there are several potential immersion-breaking possibilities. For example, they have a GT style cockpit and when they drove the Dallara Indycar it felt awkward because their real legs were going almost straight down but the in-game legs were nearly straight out. I haven't experienced the same issue with my formula style cockpit while driving GT cars, but there's still the potential.

But the thing is, your brain gets used to these differences quite quickly anyways.

Like I've said before, you really have to try it to fully understand it. It's an amazing feeling. :)
 
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Do you really have to have your arms there though? If they work 100 % I can see it´s better but anyway.

I have one question. Is it possible for you RIFT owners to answer what ratio you get with the rift. Display size divided by viewing distance for a television. what would bring an equal size as the Rift gives you? I ask because running a 46" at 0,7 metre it´s borderline 1080p is not enough. And I really doubt the RIFT will offering more than that so if the ratio would been greater with the rift I am not sure it´s worth the resolution loss so to speak. I have seen the pictures of iRacing being a complete blur as you would expect with the non HD prototypes.

I suppose it may be hard to estimate the ratio but should be possible using peripheral vision and how much of the borders you see as a guide line?
 
You simply cannot compare it to any traditional screen setup.

The optics of the Rift focus more pixels to the center of your vision, so it looks more clear in the center than the periphery, just like real life.

Just watch the videos like these ones, they give you a pretty good idea of what kind of quality you get in the Rift.

In this video skip forward to about 1:30:

http://www.youtube.com/watch?v=OKwA_wDO3o0

That's pretty much what you see in the current dev kit, it's not blurry at all, not in the traditional sense. The problem is currently there just simply aren't enough pixels to display enough information to see in the distance, so people thinks it looks "blurry" but it doesn't. The picture is perfectly clear, but the screen door effect makes it look worse than it actually is.


Here's a video of the 1080p prototype with iRacing, not as in-depth, but gives you a decent comparison.

http://www.youtube.com/watch?v=c9RsgsdqQQA

You can easily see in this one that the 1080p is a huge jump in detail. You can see much further into the distance. Things look more detailed and clear close up and far away.

Clearly the more resolution we can get the better, but I think if the consumer version comes with a 1080p screen it will be just fine for racing. I'm using the 1280x800 dev kit for racing and all it takes is knowing the track well. Like I said, I enter races with it 6 or 7 times a week but I test and practice driving with it even more often. 1920x1200 or even 1920x1080 is a significant jump in overall pixels over 1280x800 so in my opinion it will be fine.
 
Do you really have to have your arms there though? If they work 100 % I can see it´s better but anyway.

This is something that will be fixed with complete body tracking capability. Right now it is only head tracking capable by itself. But both the next gen consoles have PS Move and XB1 Kinnect 2 have body mapping abilities. What this essentually means is that with body mapping/tracking coupled with head tracking and VR, you will have FULL control over all your virtual extremeties including fingers, toes, other and other parts not suitable for civilized conversation. Imagine what kind of games this will inspire... For those with dirty minds, yes-they are already working on that concept too. But all we care about is making sure that if you are transported into a cockpit and it looks realistic when you turn your head, the next logical step would be that the drivers body looks proportionate to yours and that the legs, arms and feet all match their motion to exactly what your real body is doing at that moment.
 
Thanks seen those videos. And going by that you can compare pretty well. Resolution is just that resolution. Anyway it would help to know what kind of ratio I would get with the rift to get an idea what pixel grid I would have to deal with and some idea about the detail.

As for Kinect I wonder how it will feel with the input lag of it. You won´t get 1:1 motion and then it´s perhaps more distracting then useful. Or it´s fast enough that don´t matter to much. I guess we will find out soon.
 
Why would you use the Kinect with the Rift? The body tracking isn't fast enough yet to make it a seamless experience. A variation of the Leap Motion would be more plausible.

There is no way to determine a "ratio" because of the unique optics. Our eyes couldn't focus close enough to see the individual pixels without the special lenses.
 
I believe it´s. Are you ready to help me even if you don´t believe so :)

The lense is as you say for the focus thing it don´t increase the number of pixels per square inch or something. I realize it´s not like watching at a monitor from 1 cm away :D
 
The lense is as you say for the focus thing it don´t increase the number of pixels per square inch or something. I realize it´s not like watching at a monitor from 1 cm away :D

That's not entirely true. Of course we can't create more pixels where there were none to begin with but using the special lenses and the software Oculus has enabled more pixels/detail to be concentrated at the center of the viewable area for each eye.
 
It would be only the lens that would do that. Still hope you or someone could help if you have the time and have a big enough TV to make it possible :-)
 
A quote from the Rift article on Wikipedia: "The field of view is more than 90 degrees horizontal (110 degrees diagonal), which is more than double the FOV of most competing devices, and is the primary strength of the device. It is intended to almost fill the wearer's entire field of view, and the real world is completely blocked out, to create a strong sense of immersion."
So my guess is you will need a very, VERY large TV, even at 0,7 meters, "to almost fill the wearer's entire field of view". I even think you need a curved display to match a Rift's FOV. But I don't own a Rift, superbike81 / lemansfanatec can you confirm?
 
Okay say 100 degrees horizontal. I suppose you could do some calculations using pythagoras or something to get the distance I would have to sit away from a TV to get the same width.

With a curved screen you could do with less size.
 
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