Oculus RIFT Head Mounted Display 90 Degree FOV

  • Thread starter ibuycheap
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Live for speed has kicked out updates the last two days. Its pretty much flawless now. Perfect tracking, adjusted graphics settings, and chromatic aberration is all fixed. Shimmering is also much better by adjusting MIP bias slider all the way right.

Its amazing how well one guy has gotten this to work so well so fast. Its by far the best experience on the rift. Nothing else is really even close. It was good before but today's update really got it looking much better.
 
I was very impressed by the update yesterday. Will have to give the CA update another go today.

On another forum, somebody posted a link to a Youtube video that's a t-shirt mod. This has addressed a lot of my issues with the Rift. Completely ended the fog/sweating issues I'd been having (although the sweating issues can still be induced if I'm running something that's making my brain go to Defcon 2. I realized this yesterday when I was trying something that was really messing with me by having a lot of forced camera pans. It had my forehead sweating almost immediately.)

EDIT: Oh, yeah. That CA patch really cleaned things up. Getting rid of that blue/red just made it look a lot more solid.
 
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Live for speed has kicked out updates the last two days. Its pretty much flawless now. Perfect tracking, adjusted graphics settings, and chromatic aberration is all fixed. Shimmering is also much better by adjusting MIP bias slider all the way right.

Its amazing how well one guy has gotten this to work so well so fast. Its by far the best experience on the rift. Nothing else is really even close. It was good before but today's update really got it looking much better.


Where can I find the updates? Or does the game auto update? I have the demo version just to try it out as my OR DK2 is arriving today. Cheers, AussieStig
 
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Check this out guys, who needs a dedicated racing rig? They are aiming for $ 1000 price point. Looks really cool Who knows all sim cockpits might be like this in a few years time???? Cheers AussieStig

 
Check this out guys, who needs a dedicated racing rig? They are aiming for $ 1000 price point. Looks really cool Who knows all sim cockpits might be like this in a few years time???? Cheers AussieStig




I already made a check out, where do I send it!?

The only problem I see with this is response time. When changing direction, it will take time for inertia to stop. I don't see anywhere where this assembly is held down by anything other than gravity. Will it have enough gripping power to make abrupt stops?

No matter, I'm definitely backing this on kickstarter!
 
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I already made a check out, where do I send it!?

The only problem I see with this is response time. When changing direction, it will take time for inertia to stop. I don't see anywhere where this assembly is held down by anything other than gravity. Will it have enough gripping power to make abrupt stops?

No matter, I'm definitely backing this on kickstarter!

It's a good point. Going through some of the literature for X-Sim, it seems like this type of design has traditionally had higher lag. And as you say, inertia is what it is. May not be solvable if you're looking for ultra-precise car details. But it sure would be a heck of an arcade style cabinet. 1000 dollars is peanuts compared to what similar devices sell for now.
 
I already made a check out, where do I send it!?

The only problem I see with this is response time. When changing direction, it will take time for inertia to stop. I don't see anywhere where this assembly is held down by anything other than gravity. Will it have enough gripping power to make abrupt stops?

Hey, I'll send you my mailing address or maybe paypal is quicker.... :P

Traction on the mecanum wheels is a concern a few people expressed when my half finished blog was 'outed' on reddit so I opted for the more reliable method of using belts for pitch and roll. I'm still confident the mecanum wheels should work but until I'm sure I decided for a proven method over the vagaries of finding a suitable mecanum wheel.

This is probably better for racers since you'll get a faster response. Remember too that ideally you'll be very close to the center of gravity so the sphere should be quite well balanced and therefore easy to move.
 
Welcome feelthree,

I'm super interested in this technology. I myself use the D-box system for motion and love it. I do find it more ideally suited to driving simulators though as it mimics a cars suspension almost 100%

I would however love to use this for flying sims. One big question I have is can you add support for any flying sim. The are a ton of older flying sims like Microsoft combat flight simulator from the early 2000s that I'd love to play with motion.

What is the process for adding support for games?

thanks
 
Support will initially through sim-tools which has profiles for about 60 titles and it's fairly easy to 'hack' into the game to add motion. Then I'd figure out how to write a SDK to add support for Unity, UDK and Cryengine which would allow support for hundreds of games (assuming the dev add support). Since this is only for Oculus it would be nice if they had something in their SDK but I imagine it would have to take off big for that to happen.

Incidentally I will be looking to add heave as soon as possible as an add on, so you'll get your suspension mimicry sooner or later :)

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I haven't played a game with a normal controller or in 2D since I got the dk2. I never thought of a reverse motion sickness but the ps4 game was hard to look at and kind of gave me a headache. It was a first person demo and just seemed really unnatural to look around with a controller instead of just looking around with my head.

I haven't tried a racing game outside the rift since getting it but I bet it will be a huge let down when I do. I think I've been VR spoiled.
 
IMO Rift CV1 has to have a minimum of a 4k panel. I can't get into my DK2 as much because of the crappy FOV and the crappy screen.

Ultra high res, and more FOV, I don't want to see ANY hints of a screen at all. Kills immersion for me.
 
IMO Rift CV1 has to have a minimum of a 4k panel. I can't get into my DK2 as much because of the crappy FOV and the crappy screen.

Ultra high res, and more FOV, I don't want to see ANY hints of a screen at all. Kills immersion for me.
The resolution isn't ideal for me but everything else is so good and such a huge improvement over gaming on a monitor I can live with the res for now.

I think 4k is a pipe dream. It'll be years before an average PC could run it. I don't even.think 4K is necessary. Different optics or a curved screen would help more than jumping super high on resolution. I bet we see maybe 1440 on cv1 and a different way we view the screen. The way dk2 distorts things and the tiny sweet spot won't work for consumers.

I bet we see them change the way we view the screen instead of going crazy high resolution. No one is going to buy a VR headset that runs games at 10fps on the lowest settings.
 
The resolution isn't ideal for me but everything else is so good and such a huge improvement over gaming on a monitor I can live with the res for now.

I think 4k is a pipe dream. It'll be years before an average PC could run it. I don't even.think 4K is necessary. Different optics or a curved screen would help more than jumping super high on resolution. I bet we see maybe 1440 on cv1 and a different way we view the screen. The way dk2 distorts things and the tiny sweet spot won't work for consumers.

I bet we see them change the way we view the screen instead of going crazy high resolution. No one is going to buy a VR headset that runs games at 10fps on the lowest settings.

Agree with everything you just said. I'm really interested in hearing what Carmack says at his next public setting. Because having his voice crack about the possibilities of curved OLED solving the optics inefficiency was 3.5 months ago. By now, he'll have tested the theory and knows if it's possible or not for CV1.

4k is not in consideration for them. They've said it. He said it again in that SMU video. He said to go with a 4K screen means they'd need some hardcore trickery (that hasn't been developed) so it doesn't need to be rendered at that resolution. A flexible 1440p OLED bent to the optics really would solve most of the issues for achieving "good enough for CV1".
 
I've mentioned the oled bendable panels before, this might incrrase the FOV, having no visible screen is important to me. Guess I'm more jaded than you folks as I've been VR gaming and HMD gaming for 25 years. I have a large collection of HMD including 7 VFX1 LOL.

Resolution is of utmost importance though, it must be much clearer than it is right now with DK1. That is why I've always said they should go with two panels instead of one split by the divider. Yes it would be more expensive but it also would be better. Two 1440 panels would be minimum I would go.

Right now the rez sucks to me and the fov needs to get much larger.
 
How much more demanding is the Rift. The DK running it´s 1080p panel at 75 hz versus running 1080p at 120 hz plus active stereo3D similar load?
 
I like the idea of CastAR where they project the light back to your eye like the real world and you don't see screen door. people who tried said the image quality was like hires screen in the normal world. Not sure how this works with low persistence or what can be done somehow to use this. 4k at 90-120hz is pretty crazy even if the hardware is always improving.

I must say though games like F1 2012, Dirt 3, Battlefield 3 can be run at 4k 90fps with one £500 GPU, but we aren't going to run Crysis 3 at 4k 90fps soon. I've run dead space at 3200x1800 60fps on my old GTX 580

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Also made for Oculus experiences can be 3k/4k 90fps, they can make things that aren't traditional games and less complex but will run fairly easy. Oculus doesn't have to be weighed down by normal PC console development for different experiences that use less resources.

Another thing though is pumping out frames isn't the be all. they can be small amounts of data, not a full image but frame rate tools count a frame. Much consideration has to be used by devs to get clean well paced frames in and out the buffer and we may see most not bother so again like Palmer says made for Rift games are key for the experience.
 
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Its not demanding at all, I don't get the stutter everyone is talking about so no idea. I do know the resolution is just way to low to be usefull for everyday use. I know everyone is saying its fine but I've been using HMDs for a long time and the novelty wears off and its fantastic but the resolution will bother you. You can't read text, see clear down the track, can't aim efficiently at long distance targets.

This is a dev kit, so I understand. But CV1 has to, HAS TO blow away the average Joe with resolution and FOV, it has too. We're forgiving because we're fans. Joe gamer is not and will destroy any chance Oculus has and VR has for success within an hour on reddit, and every other online forum. It will snowball and VR will be dead again.

Screw that.
 
Its not demanding at all, I don't get the stutter everyone is talking about so no idea. I do know the resolution is just way to low to be usefull for everyday use. I know everyone is saying its fine but I've been using HMDs for a long time and the novelty wears off and its fantastic but the resolution will bother you. You can't read text, see clear down the track, can't aim efficiently at long distance targets.

This is a dev kit, so I understand. But CV1 has to, HAS TO blow away the average Joe with resolution and FOV, it has too. We're forgiving because we're fans. Joe gamer is not and will destroy any chance Oculus has and VR has for success within an hour on reddit, and every other online forum. It will snowball and VR will be dead again.

Screw that.
I agree poor image quality will kill the rift. Most all gamers have had some sort of experience with VR and if they put this on and the quality of the image is poor the reaction will be, Yeap just as I remember VR a gimmick.
 
How much more demanding is the Rift. The DK running it´s 1080p panel at 75 hz versus running 1080p at 120 hz plus active stereo3D similar load?

Because of they way things work out with optics and such, I think the recommended render resolution with DK2 is: 2364 x 1461. So I would think it's pretty much comparable to rendering a 3D Vision game at 2364 X 1461 @ 150hz.

I realize it's only outputting at 75 hz, but you're still rendering 2 separate perspectives for each frame displayed (and unfortunately, it's not being rendered at half resolution... even though each eye is only receiving that).

This info may be wrong, but it's accurate to the best of my knowledge.
 
I've watched many DK2 vids where most say the 1080p res is too low. 1440p is a popular suggestion but I think 3-4k is a good start for image quality. Even when I downsample and do tests on flat screens my standards are only hit at 4k.
 
Well if that's the case, we mine as well pack it up for another ten years and hope silicon manufacturing has a breakthrough. People need to remember GPU's are going on their third cycle with the same die process. The future doesn't not hold this endless processing power unless we get some real manufacturing breakthroughs. And as bad as DK2 looks, it's requiring a lot of rendering power to output without horrible stuttering.

Which is why Oculus is searching for ways to improve image quality without just ramping up resolution like it's nothing. There's a practical limit to the resolution or nothing is going to be playable.
 
Yes, we might even see a jump to 16nm next. I think 100% improvement over a 780ti is not far off. Nvidia says moore's law will be back on track soon.
 
Well if that's the case, we mine as well pack it up for another ten years and hope silicon manufacturing has a breakthrough. People need to remember GPU's are going on their third cycle with the same die process. The future doesn't not hold this endless processing power unless we get some real manufacturing breakthroughs. And as bad as DK2 looks, it's requiring a lot of rendering power to output without horrible stuttering.

Which is why Oculus is searching for ways to improve image quality without just ramping up resolution like it's nothing. There's a practical limit to the resolution or nothing is going to be playable.
If they cant get the image quality right then perhaps it should be put on hold. Releasing another poor quality VR headset is just going to set VR back even further.
 
If they cant get the image quality right then perhaps it should be put on hold. Releasing another poor quality VR headset is just going to set VR back even further.

Well, I'm not making any judgements until I see CV1. Because I think you're underestimating just how important something like flexible OLED could be. If you can curve the screen to the curve of the optics, you're going to get a substantial bump in the perceived resolution just because you're not wasting so much from bad optics.

But I agree it needs to be good enough. And for the life of me, I can't see how Sony can possibly release a headset without there being real backlash. They need to seriously bump up their specs and find a way for PS4 to be able to render those loads. Because otherwise people's expectations are going to hit some harsh realities.
 
Im not underestimating it,I don't know if it will be better or not. I don't know enough about new screen tech to have an opinion on it. All I am saying is bad visuals will set VR back. I think Sony's VR headset will do just that. I believe it will be half assed attempt at VR and set it back considerably, but if the rift can show up with good visuals, that wont take long to spread either. Gamers will probably even over look at bit of lag with tracking if its not to bad, but they wont be overlooking poor visuals.
 

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