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The Vive is going to anally annihilate the rift, right?
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The Vive is going to anally annihilate the rift, right?
>>
VIVE - $799
Rift - $599
>>
>>323206609
Do you have a single fact to back that up?
>>
>>323206467
it's going to be a fucking disaster. Even Sony will take a huge hit.
As a Sonygger this worries me.
>>
https://vimeo.com/138790270

Watch this and tell me you don't feel some feels

Mostly about the fact 2D animation is dead, but you know.
>>
>>323206467
Valve has the positive chance to anally destroy the Rift if they wanted to.
They just need to reduce the quality of the materials to make the thing cheaper, and speed up the release date so people might be willing to wait for it and bam.
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>>323207653
Apparently the materials are already cheap compared to the nasa shit oculus use for no reason.
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>>323206609
I would be okay with this because the Vive is better in literally every single way
>>
>>323208553
Name one
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>>323208553

Are you a Valvedrone by chance?

The Vive has better tracking and more wagglan.
>>
>>323208746
FOV
have another
Movement tracking range
>>
I will buy one when they put porns in it
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>>323208860

>FOV

It's both 110.
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>>323206751
yeah

number 1

that's terror
>>
>>323208910
There is already porn for it, both 3DPD and proper.
>>
>>323206467

>3 different companies with extremely expensive hardware that is completely new and no one really but devs has experience with it

Nobody is going to annihilate anyone, everyone is going to be a loser in this venture.
>>
>>323208969
UNATCO?
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>>323208956
Not actually true, according to everyone who's trying both at CES right now.
>>
i hope so
i like the front camera view
although it would probably better if they used hololense tech
maybe microsoft will beat them all if they increase the screen size
>>
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>>323207024
watching professionals draw/paint is so amazing. He makes it look so easy
>>
>>323209180

>journalists claiming stuff

When has /v/ ever put faith into what games journalists say. Got actual facts?
>>
>>323209263
Yeah, it makes me sad realising I'd only manage a shitty scribble.

https://www.youtube.com/watch?v=ayH_pwSTlk4
>>
>>323209267
I'm not sure how I could possibly provide you with "facts" if journalists aren't allowed as a source.
>>
>>323209406

Facts would be the actual specs of the device, but since those haven't been released yet there is no factual evidence that one has a higher FOV than the other.
>>
>>323206751
My dad works for HTC
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>>323209372
same here. I mean look at this
https://www.youtube.com/watch?v=ouI8KXTdzhI
It looks like hes just drawing random lines
>>
I have a few VR questions, maybe one of you guys can help me:

>Which VR device has the highest resolution screen? What resolution do you need to eliminate/minimize the screen door effect?
>Which VR device has the highest refresh rate? What refresh rate do you need to eliminate/minimize nausea?
>Which VR device has the highest FOV? What FOV do you need to not see the "edges" of the screen?

Basically, which device is technically the best?
>>
>>323206609
I am hoping for $650+ $50 shipping at most with motion controllers.

But I won't hold my hopes up $800+ seems more likely when bundled with controllers.

HTC would have tighter BoM than oculus I'd assume since they can do a lot more in house and have more experience with better deals with component suppliers.

That would give them an advantage when it comes to mass production, but since they won't be selling at cost or subsidizing that advantage is negated.

If by some miracle they manage $599 price tag with motion controllers bundled, I wouldn't want to be in lucky's shoes. That would be quite a slap in the face.

Then again I would be concerned about the quality in the long run and how well both oculus and HTC honor their warranties. They don't come cheap after all.
>>
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>>323209372

It's an ad so most likely staged, but still cool.
>>
I got to try the Vive when they had that Paranormal Activity thing at the movie theatre I work at.

Besides the game being shit, the actual VR and the handheld things were pretty neat. I really liked it.
>>
>>323207024
>>323209263
>>323209372
Imagine a 3D hand drawn Disney movie you can walk around in.
>>
>>323209816

>highest resolution
Vive and Oculus both got 1440x1080 per eye
>highest refresh rate
Vive and Oculus have both 90hz. 90hz is also the recommended minimum from VR devs, anything under is bad.
>highest FOV
Not clear yet until we can compare the final build of Vive and Oculus
>>
>>323209956
Staged how? They did still make it.
>>
I will buy whichever one has the best porno games.
>>
>>323210064
>1440x1080 per eye
what the fuck man, they are 1080x1200 per eye last I checked
>>
Am I the last one who doesn't want one of these?
>>
>>323210210
Sheeit, you're right. Thought it was higher for some reason.

>>323210142
Both are supported by Unreal 4 and Unity, so porn games made in those will support both. Illusion (Japanese porn dev) is using Unity now and you can already play their latest games on the Oculus DK2. It'll get more tricky with devs using their own weird engines. I know older Illusion games had third party patches for their games though, so I see no reason why people wouldn't just create patches to make the games compatible with both Vive and OR.
>>
>>323210373
I've got a rift devkit 1, and I feel like VR is a bit of a white elephant, but I'll probably get a Vive anyway in the hope some good stuff will come out for it.
>>
>>323210064
Interesting, thanks for the info.

Sony already has a 4K screen on their latest 5.2" Xperia Z5 phone. I'm surprised none of the companies are aiming to include one of those panels (maybe they don't have a high refresh rate version yet?). I also heard that you can see where the "screen ends" on the Rift DK2.

I'm hesitant to invest in any of these first generation VR devices because they all seem to have a few areas that will be majorly improved in the near future.
>>
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>>323210050
I hope they use VR for spectator modes. It would be cool to be able to watch a street fighter match from the sidelines like standing in the crowd of the stage
>>
>>323210476
>I'm hesitant to invest in any of these first generation VR devices because they all seem to have a few areas that will be majorly improved in the near future.

Smartest move you can make at the moment.
>>
>>323210431
But which of the two will spy on my while I am fucking those animes?
>>
>>323210463
I'd just feel embarrassed to tell my children that we used to strap screens to our faces when we were younger. They'd be all
>fucking degenerate, dad
I'd bet. I want augmented reality glasses, with slick design and processing power, now that's a future electronics market.
>>
>>323210585

Neither one, and if they do someone will find a way to deactivate it.
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>>323210689
That answers all my questions then, thanks.
>>
>>323206764
Sony always wins.
>>
>>323210686
For what it's worth, I do think VR will be big in the future, I just don't think it's worth using right now.
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>>323210108
simple, the drawing was already finished
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>>323210050
Can I fuck the mermaid?
The old one.
>>
>>323210490
Tekken 7 VR will most likely have that feature according to Harada.
>>
>>323210050
>>323210490
>>323211084
Goddamn, the future is beautiful.
>>
>>323210826
I don't think VR is going to be significant before there's tech to basically make a screen so thin, flexible and durable that you can furnish an entire room with it. Just imagine having that kind of room and playing a racing game in it, and enough graphix for ceiling, wall, and floor to process an image. You wouldn't even need head tracking or any bullshit.
>>
>>323211598
That won't be necessary once HMDs with full FOV exist.
>>
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>Buy HTC Vive
>Attach 3D camera to face
>Develop a 3D hud program to interface with the 3D camera feed
>Congratulations, you're a future marine
>>
Most people dont have extra rooms around to dedicate to VR
>>
>>323211319
Another cool thing to do in VR is concerts. I tried Candy Rock Star and it was great, it would be even better with a excited crowd of fans. I could imagine major idol concerts being done in VR with special effects that you can't get in reality.
>>
>>323211735
Vive already has a camera built into it, just replace that.
>>
Anyone else find it funny how Oculus spent years funding and developing a gaming VR headset, then Valve/HTC come out of nowhere and blow them the fuck out?
>>
Considering its made by a hardware company with the products being made in Japan instead of America, it will probably be 700USD.

Oculus would be 700 or 750 if it launched with Oculus Touch
>>
>>323211863
It doesn't need a lot of room. One or two steps in each direction is enough. The 15x15 feet for Lighthouse are the maximum the arrays can handle, not the recommended space.
>>
>>323211718
Sure, but HMDs won't have that big of a market before they become really multi-purpose and all. A few cool tricks won't cut it.
>>
>>323206467
Probably not.
If people are bitching about the Rifts price, then they won't be too happy when the vive will cost more.
Valve already said it would be more expensive, because its a premium product.
Although, if you were buying this shit day 1, then you are a fucking tool.
Never, NEVER, buy new tech day 1. Wait a year.
Prices drop, competitions start, the second edition always comes out.
Be a little smart.
I'll wait until its 100% decided which one is better, and then I'll wait for the second edition.
>>
>>323211735
Honestly, I think that augmented reality will be a much bigger tech breakthrough than VR. It has so much potential, especially when google style neural networks become genuinely capable of working out what they're looking at.
>>
>>323212075
And LCD wallpaper to cover an entire room in will?
>>
>>323211950
That's because Valve and HTC can rely on the Oculus research. This would've never happened without Zuckerberg funding, to be fair.
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>>323208553
>sticking to turbo screendoor effect shit
disgusting
>>
>>323211950

I think Valve felt that they were falling behind. Don't forget, before the whole Vive announcement all the senior VR staff of Valve left and went to Oculus. I think at that point Gaben realized he had fucked up.
>>
>>323212098
>I might actually have my eyeballs hacked in my lifetime
Can't wait.
>>
>>323212192
Well, crossing my thumbs that some genius finds a way to make an extremely affordable screen.
>>
>>323209816
>Which VR device has the highest resolution screen? What resolution do you need to eliminate/minimize the screen door effect?
Vive and Rift are both the same resolution wise, but Rift slightly better on screen door. Screen door is fully an artifact of resolution, it's how tight the panels are and how the optics are focused. Rift's custom parts give it less screen door despite the same resolution.
>Which VR device has the highest refresh rate? What refresh rate do you need to eliminate/minimize nausea?
Rift and Vive has 90hz. PSVR has interpolated 120hz. Interpolated means it's actually running at 60fps, which means positional data won't necessarily update.

Nausea is more of a factor of the software than the hardware at this point.
>Which VR device has the highest FOV? What FOV do you need to not see the "edges" of the screen?
It's hard to measure FOV accurately, because the individual matter for this, but Vive. Not seeing the edges is again going to depend on you, but you'll most likely still see them on all headsets if you look.
>>
>>323212098
AR and VR are both revolutionary technologies, AR is just a lot harder. Magic Leap is the only company making significant progress in the field, I hope they don't end up with a monopoly on the technology.
>>
>>323212089
What I don't get is why the vive would be more expensive when we know it's made out of cheaper materials. I guess the bundled motion controls but even that has a cost benefit in production by being ambidextrous. The oculus has some nasa shit crammed in there, and it's price is not so surprising really. Apparently even the packaging alone is like 2kg or something ridiculous. imo the vive is going to be the midrange vr heasdset and the rift is going to be the balls to the wall enthusiast one. Google cartboard for the cheap ass version I guess
>>
>>323212520
>I hope they don't end up with a monopoly on the technology.

They won't. Consider that Oculus had a monopoly on VR and now the Vive has come along and looks to be a much better product.
>>
>>323212432
For what purpose? Full FOV HMDs do the exact same thing without having to dedicate an entire room to it or requiring technology that doesn't exist yet.
>>
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Talking about VR, There's a problem...
The Oculus has NO room for glasses. When I tried it I couldn't see shit, I'd need contact lens.
My eyes have no problem reading without glasses on a computer screen (I'd just strain my sight a lot), but on the Oculus I couldn't make any details out of the shit I was seeing. A small handicap can make big fucking trouble.
The HTC, meanwhile, has room for the glasses, and you can see clearly with them. The lens inside are also flat. The Oculus will have an adjustment for IPD, but since many people have astigmatism (like me), it wouldn't work for everyone.

Seeing how half of the adult population in the world wears glasses, and most neckbeards buying it probably do too, how will they make it? ...
>>
>>323212665
I think Oculus are of the opinion "how dare your eyes not work with our product".
>>
>>323212520
I always thought AR would make the most sense in a car's windscreen so that it could display speeds and destination like we see in video games.
Also you could have driver handles floating above other cars.
>>
How come people think VR is going to have insane system requirements?

Wouldn't you just need a computer capable of playing a game at 2160 x 1200 90FPS? It doesn't even have to be at max settings or anything.
>>
>>323212631
>Full FOV HMDs do the exact same thing

Nah
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>>323212795
oculus, the ferrari of the vr world
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>>323212857
Yes.
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>>323212915
Opinions.
>>
>>323209267
>games journalist
How about you fuck right off?
Most journalists at CES are tech reviewers who don't get invited to expensive review parties and usually have to send back whatever they were sent for review.
>>
>>323212805
>Also you could have driver handles floating above other cars.

That would be hilarious and would lead to a 900000% increase in street races.
>>
>>323212579
>What I don't get is why the vive would be more expensive when we know it's made out of cheaper materials.
Because lenses and displays are the big costs no matter what /v/ tries to claim, and HTC has custom ones that rival the Rift's. Also Vive has internal audio as well and is probably not able to subsidize as much as Facebook, and HTC is having financial difficulties and Valve is tight-fisted.
>>
>>323212665
get contacts you pussy
>>
>>323211735
>3D camera
Not enough. Gotta be 3D in 360 degrees.

VR is to 3D what 3D is to 2D.
>>
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>>323212665
Don't worry, I asked Palmer Luckey for you
>>
>>323212967
What the fuck do you mean?
Covering an entire room in displays so you see nothing but the display has the exact same effect as a full FOV headset. You are covering your entire field of view in the display. How is it in any way different?
>>
The reason oculus rift got so much hype was that it would be open source aka usable for making interactive anime girl porn.

What will make or break these versions is if it can too. Otherwise it will just be a very expensive kinect to everyone.
>>
>>323212810
If its not max settings aliasing will look like shit wouldn't it? I would assume that pop ins, shadow fucks up etc because of lower settings would be far more noticeable aswell
>>
>>323213002
Thing is, HTC has experience of mass manufacture of consumer electronics, which Oculus don't have. HTC know how to keep costs down, such as using cheaper plastics and making controllers be identical instead of one for each hand.
>>
>>323211950
HTC has been working on this for years. It was their super-duper secret project.
>>
>>323212665
Except 1/3 of the population has myopia. A bunch of people, including myself, can see fine without contacts or glasses at short distances.
>>
>>323212967
It's the same thing, except your retarded solution wouldn't be 3D.
>>
>>323210585
> one is literally made by a company owned by facebook, which is world biggest datamining company
> like they wouldnt gather free telemetrics from virtual waifu fuckers

And thats how you'll see dildo ads everywhere later
>>
>>323213109
>Covering an entire room in displays so you see nothing but the display has the exact same effect as a full FOV headset.

Difference: You don't have screens strapped to your face like an 80s sci fi obsessed nerd.
>>
>>323212665
Oculus has different inserts for people with glasses to get theirs to fit in, while still being able to keep high FOV.
Vive has a higher FOV, but if you have glasses it has less with its one-size fits all design.
>>
>>323212605
But VR uses readily available tech such as screens and lenses, good AR requires lightfield tech which is much more sophisticated.

>>323212805
What's the point if cars are self driving by then? I figure driving a real car will be a luxury in the future, most people will drive at home in VR instead of on the roads.
>>
>>323212665
Did they change it? Because from the beginning they said there would be room for glasses.
>>
>>323212579
>imo the vive is going to be the midrange vr heasdset and the rift is going to be the balls to the wall enthusiast one
You got it completely backwards.
The rift is made for just sitting in a chair, looking around, and thats about it.
The vive is made for getting up, walking around, and it even comes with light sensors, that would make it way more expensive than the rift.

I'm not sure if people are just being major drones trying to say the vive will be cheaper, or if they are just hopeful.
I feel bad for them.
>>
>>323213109
No it doesn't, because you look down and see your grubby t-shirt. You look to the side and see your wimpy arm.
>>
>>323213296
Just know that where there's money, there's competition
>>
>>323213237
Well it's just Google gathering that kind of data on me right now.
I justify it since it's nice at least one person in the world is interested in what I'm doing, even if it's a faceless man who wants to sell me dildos.
>>
>>323213168
>HTC know how to keep costs down, such as using cheaper plastics
But they don't use cheaper plastics in their phones. One of their phones problems is their casings are too expensive for their tech.
>>
>>323213165
supposedly Minecraft even feels real when you're in it. I think the full immersion of a VR headset makes it easier to trick your brain into assuming anything is real, even when it looks shit.
>>
I hope so. Oculus are a bunch of cucks that want to make their game 'Rift only' so you need to buy their shit. That's not cool.
>>
>>323213353
And then you look forward and see a wall with a video game, instead of feeling like you're in one.
>>
>>323213353
Put a screen over your body then.
>>
>>323213005
>spending dozens a month just to fucking SEE videogames
this is borderline hilarious.
>>323213064
nice shop, t-thanks mane. ;-;
>>323213312
yup. either inserts >>323213294 or the IPD sliders if you are in the half of the half who has myopia.
>>
Will VR really catch on?
>>
>>323213168
Oculus is teamed up with Samsung, bro.
>>
I have a question to anyone who has/knows. I wear glasses, but they are for seeing far away, I can read close things fine with out glasses, the screens are close to the face, so do I need to worry about that shit? Or is the glasses problem for people who can't see close images.
>>
>>323213551
>dozens a month
What the fuck are you talking about?
>>
>>323213328
Except your wrong? The Rift can be tracked in 3D space and the touch controllers track your hand positions in 3D space. Did you some how miss all the Rift demos at E3 where people were walking around using one?
>>
>>323213571
Sure.
Just like it did 30 years ago.
Just like motion gaming did 5 years ago.
VR is the future.
>>
>>323213109
>Covering an entire room in displays so you see nothing but the display has the exact same effect as a full FOV headset.
Maybe if you're a cyclops.

VR headsets feed different images to each eye to create a 3D effect (just like your eyes do in real life!). A 360 LCD room would still feel like you're staring at a flat monitor.
>>
>>323206467
The thing looks cool, but I don't really feel like setting up cameras all over my living room, it would probably look pretty silly.
>>
>>323213571
It would be an enormous shame if it doesn't.
>>
>>323213606
It's a problem if you're long sighted or have astigmatism. If you're shortsighted you're a-ok.

Source: Me, who has a DK1 and is short sighted as fuck.
>>
>>323213606
Glasses work fine for me in the Rift DK2, I assume all major VR headsets are glasses-compatible.
>>
>>323213312
There's room for glasses. You just have to use the glasses insert. One-size fits all means either people with glasses or people without glasses are missing FOV.
>>
>>323212665
>Seeing how half of the adult population in the world wears glasses, and most neckbeards buying it probably do too, how will they make it? ...
The majority of people who wear contacts or glasses are near sighted and don't need to wear glasses for close up screen viewing.
>>
>>323213681
I am aware, the other retard is saying that a room covered in LCDs would be preferable.
>>
>>323213571
It will be niche for 5-10 years, but will get big once it gets cheap/compact enough. I don't think people will resist when it's as simple as putting on normal looking sunglasses
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>>323213684
They're laser emitters, not cameras, and there are only two of them. You can just stick them in two opposing corners of your office and be fine. They don't record anything.
>>
>>323212201
>>323212338
>>323213201

Confirmed not knowing anything. Please shut up or go back to r/oculus.

Valve gave 'em all demos for years and helped even oculus to spec out their screens for samsung. Only when cuckzucker's kekbook bought oculus valve stepped up and started to plan hmd with htc. Valve knew that facebook was going to use rift to create a locked down api and store, like they did.
>>
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Does the recommended mean the games I play will run at max settings?
This is without overlocking my CPU
>>
>>323213778
I'm 9/10 in each eye, dude. And the game pretty blurry even with stabilization.
>>
>https://www.youtube.com/watch?v=Otz5rAUOaqk

Oculus BTFO
>>
>>323213997
No, it just means you can play the games. Max settings will differ by game, but most likely you won't be able to.
>>
I think the Vive was planned to be around $499-$599 it was premium against a $250-$350 Rift and the Vive has cheaper parts, less custom parts and HTC are able to manufacture for cheaper.

The problem with selling of $599 is that basically nobody wants to spend over $599 for an untested gimmick, $599 caused a lot of backlash for the rift, who in fuck is the market for a $799 (price I've seen a lot) HMD? In Europe that would be probably near $1000 euro and in Australia something around $1500-$2000 AUD.

They plan on selling HMDs, not having them look nice on shelves.
>>
>>323213643
Show me one.
>>
>>323213778
>The majority of people who wear contacts or glasses are near sighted and don't need to wear glasses for close up screen viewing.
But it's the exact opposite since the lenses focus your eyes into infinity. Thats why they had to include extra lenses for near-sighted people.
>>
>>323213997
Probably not.
Recommended usually means that's what you should have for it to work acceptably.
>>
>>323214058
you CAN wear glasses with the Rift. The original anon was wrong.
>>
>>323213989
My brother was a contractor for HTC 2 years go when someone spilled the beans to him. HTC was working on this long before Valve approached them.

So Fuck off, shit-for-brains.
>>
>>323208553
Vive doesn't have asynchronous timewarp.

Vive response time: 16ms

Oculus rift response time: 5ms
>>
>>323214187
>$599 has caused a lot of backlash
on /v/
from poorfags.
>>
>>323214227
I AM the original anon and I couldn't fit my pair in it, they're also pretty small so I don't know if they fixed it.
>>
>>323214164
>>323214210
Anyone know what the most graphically intense game coming for the rift is?
>>
>>323214059
Holy shit that guy makes it sound like the rift is shit tier
>>
Has HTC announced what their VR "breakthough" is?

Back in December they said they discovered something really big.
>>
>>323214187
>against a $250-$350 Rift
Only people on the Internet ever thought this. Us Devs and HTC were expecting $500 by the time we first saw Crescent Bay. Vive is not going to be any cheaper. It may be a cheaper package overall when you include Touch controllers though, as we don't know how much those will cost.
>>
>>323214201
https://www.youtube.com/watch?v=yYVviQLWo0A
>>
>>323214561
The low res camera + lighthouse.
>>
>>323213328
I'm just coming from a general perspective. Cheaper phones usually use plastic cases, while flagships get metallic cases. Looking at the materials used for something is usually a good indicator of who the market is supposed to be for the product. The rift uses some real fancy shit and the whole head mount thing shows that build quality and comfort were a priority for them. The vive uses cheaper plastics all around and a more traditional headstrap. It's like the difference between a luxury car and an econobox, one is designed to do it's job and get you there, the other one can do the same but it's nicer to be in.
Again, this is just my opinion after seeing the arguments from both sides, and the vive could very well be very nice to use. I just think that value-wise, it should be cheaper than the rift, or priced similarly to it, since it includes motion controls.
>>
>>323214561
The chaperone thing. It doesn't sound like much, but apparently it's literally a dealbreaker when you're using it as it lets you do things while still in VR, instead of having to take off your headset all the time.
>>
>>323214241
My uncle works for nintendo and he told me that your brother is confirmed faggot.

I know for a fact that they've not done low persistence vr for two years.
>>
Insider here.
Vive will be cheaper than Rift + Touch.
>>
>>323214608
Dude, the Vive is clearly more of a luxury model.
It even has a frontward facing camera that gives you a proximity alert when you are about to walk into something.
Not to mention the lighthouses, which is way more advanced than rifts tracking, which you have to set up in your room.

The Vive seems to be a much better product, and it'll likely be priced as such.

I wish it would be cheaper too, but it likely won't be.
>>
>>323214420
Things don't have to look graphically intense to be difficult to reach Max settings. You aren't going to reach max settings on Elite:Dangerous, for example.
>>
>>323214867
Cameras are cheap as fuck these days, and the lighthouses use very basic materials compared to the crazy hi-res shit the rift needs. The proximity alert just works from the lighthouse.
>>
>>323214867
Isn't the OR generally more for sit and play rather than standing up?
>>
>>323214583
She didn't get up and walk around at all.
But I did look into it since you said it, and I found out you were somewhat right, you can get up and move around with the rift. in a 3x3 area. The video linked in >>323214059 shows that more clearly.
The rift isn't really meant for walking around, while the vive was absolutely meant for it.
>>
>>323214856
so more expensive than the rift standalone?
>>
>>323213572

For the screens, samsung is not manufacturing the Rift - just the screens
>>
>>323214856
I wouldn't say that with certainty, unless you know something I don't, but it's going to be very close.
>>
>>323215034
I feel like I'm the only one who doesn't want to move around with a HMD display, as even with a camera like the Vive it's still probably incredibly cumbersome to walk around.
>>
>>323215021
Yes.

>>323214987
>The proximity alert just works from the lighthouse.
No, its from the camera.
>>
Honestly one of the things that puts me off the rift is the fact they bundle in shit I don't want. I have headphones already. I have a microphone already. I have an xbone controller already. Why should I pay for all that extra stuff when I have no need for it?
>>
>>323214856
father who works at nintenvalve here it will be 799 as a bundle
>>
>>323214867
Yeah, the vive does have some pretty nice stuff to it to, the camera on it is a fucking great idea, especially if moving around is going to be a thing with it. imo, just wait for the next model of either, they'll probably integrate features from each other. it's going to be ati vs nvidia all over again if it goes that way though
>>
I'm excited for the next wave of VR where it actually has a chance as succeeding
>>
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>>323212795
blame your eyes, not us
>>
>>323215345
No, it's from the lighthouse. The lighthouse recognising you're approaching objects is what makes it switch on the camera.
>>
I look forward to buying cheap used vr units in two years after the wealthy early adopters dump them to buy the next wave.
>>
How does walking with the Vive work? Wouldn't you only be able to move a few meters before running out of floor space?

That's the kind of thing that seems like a gimmick to me.
>>
>>323212810
90 FPS times two because you have to render two perspectives.
>>
>>323215356
Agreed, they should put out a more barebones model of it out. I guess it's for people who buy into it to have a full experience right in the box. It would suck ass if you blew $500+ on a vr headset and you didn't have some fucking headphones around, or a joypad, but the option should be there
>>
>>323215507
It's not really meant as something you use for literally walking around the in-game area. Just movement like crouching, peeking around corners and such.
>>
>>323215567
its 45fps x2
>>
>>323213213
You will need glasses if you are myopic, VR lenses shift the focus to infinity.
>>
>>323215356
Despite all /v/'s screams you are maybe paying about $50 at most for extras. Most of it is being swallowed by Facebook. A lot of people buying the Rift do not have what you have and it's actually cheaper for them to put everything in one headset than to have two separate designs and manufacturing lines.
A VR MMO will never happen unless you can be 100% certain everyone was good quality sound and mic.
>>
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I don't care. as long as this competition forces better products and prices to emerge, whatever makes brand the product comes with doesn't matter
>>
>>323215719
no retard, each screen can refresh at a frequency of 90 hz. You render each screen pretty much separately (accounting for optimizations as two images are pretty similar) hence 180 fkn fps.

Although I think you can getaway with running games at 60(120) fps.
>>
>>323215436
>technology must cater first and foremost to minority groups with shit genes
>>
>>323215715
I guess that makes sense. You could use an analog stick to move your avatar around, then stop and manually walk around a little section of game space (a closet, desk, control panel, etc..).
>>
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>>323214359
tachyons?
>>
>>323215986
its 45 fps x2
>>
>>323213643
They were forced to stay in a tiny square, far from the room experience of the Vive.
>>
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>live at Brazil
>my pc slightly exceeds the requirements for the Rift on the Firestrike benchmark (got 9550 points when Palmer said anything above 9000 should be good to go)
>it will never be sold here
>if I want to get one I'll probably have to spend something like R$ 4000+ (the infamous price of the ps4 when it launched here)
>would have to wait like a month or two for the shipment to be sorted out at the customs
>it could possibly be stolen there
>>
>>323213213

The lenses in these headsets adjust to infinite horizon, you will see things in the distance in VR just as badly as you do in real life. It's been a complaint of some people with glasses.
>>
>>323215986
It's a single screen that's split through software.

Depending on how the game is coded, you don't actually have to completely render each screen twice. It's basically the same technology used to render 3D games. Epic had some kind of algorithm used in Gears 3 to render the game in 3D with very little performance overhead.
>>
>>323206467
Wrong.
The PSVR is going to fuck both the Rift and Vive in the ass.
>>
>>323214561
It lets you walk around in your basement without tripping on piss bottles and use chairs as in-game props for example.
With some clever programming the possibilities are endless.
>>
>>323216327
designated shitting streets
>>
>>323216238
http://www.roadtovr.com/oculus-confirms-dual-screens-in-crescent-bay-consumer-rift-will-not-be-an-exclusive-platform/

This is for oculus rift but I doubt it will be different for vive. It actually is 2 separate displays each 90hz.
>>
>>323216238
Both the Vive and the Rift use a separate screen for each eye. These screens are 90hz screens, meaning both of them display 90 frames every second when working at ideal conditions.
>>
>>323215986
>>323216081
3d is already available and it does not render 120 fps for each eye, no modern game is going to run 240 FPS at max settings, 3d 120hz Nvidia 3d Vision kit is 60 FPS x2, and it uses the same technology as VR, when you see 90HZ for VR that means 45 FPS x2
>>
>>323215708
Most of those extras are very insubstantial to the cost. The only one that isn't is the audio. And they really did need to have some audio, because they saw a lot of people were demoing DKs without audio and that really cheapens the experience. When all they had was detachable cheap portapros, everyone on the internet screamed and so Palmer, being an audiophile, used that as an excuse to push for something.
It's all you whiners fault that the Rift is $600 instead of $500.
>>
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I hope I'm VR ready, but if not, Pascal is just around the corner anyway.
>>
>>323207653
>Valve has the positive chance to anally destroy the Rift if they wanted to.
Yeah, just like with the Steam machines and Steam controller, right?
Valve is a fucking joke when it comes to hardware and they have been a joke with software since 2007 as well.
>>
>>323216238
>It's a single screen that's split through software.

They're seperate screens.

The DK1/DK2 had a single screen to keep costs down and allow the use of an off the shelf smartphone screen.
>>
>>323216131
Does it really matter? 3ft or 15ft, both are much smaller than any game world will be and both will require a non-analog way to move around.
>>
>>323216534
Are you completely fucking retarded?
Nvidia 3D vision uses active shutter glasses, alternating between which eye sees which frame. The 3D effect is produced be showing each eye the from for its perspective exclusively.

HMDs display a full image with the correct perspective for each eye simultaneously, it's not at all the same technology, and the displays are in fact showing 90 frames per second each.
>>
>>323216531
The detail they don't tell you though is that 90 fps is actually post-render digitalized to improve performance, meaning it's going to look substantially more choppy than 90 fps on a normal screen.
>>
>>323206609

Rift plus Touch = $750

VIVE = $800

Doesn't make sense to compare a partial VR system to a full one.
>>
>>323216667
Steam machines aren't a direct competition to anything.
People who want a console would get a console and who wants a PC gets a PC, there's no room for an inbetween.
The steam controller never had a chance against the 360 controller though, it was like trying to reinvent the wheel.
The Rift and the Vive are both two takes on the same new technology though, they are in direct competition as much as the Xbone is with the PS4.
>>
>>323216821
*The 3D effect is produced be showing each eye the image for its perspective exclusively.
>>
>>323216468
just you wait and see. you will cry like a fat little bitch in your basement and daily threads will be made about it just like we have them now about how Sony managed to sell 36 million ps4s.
>>
>>323215481
No it doesn't you dummy.
The lighthouse is literally just a laser on a motor, the photosensors on the HMD calculate the timings of lasers hitting them to pinpoint your position in 3D space.
The old chaperone was just a bounding box pre-arranged by the room size you set in the VR settings.
The new one is basically just a camera with a detect edges effect.
>>
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>>323215507
>Wouldn't you only be able to move a few meters before running out of floor space?

Thats why you need an omni treadmill.
>>
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>>323216659
Step it up anon. You're not gonna be running ultra 90fps like that.
>>
>>323216856
That's also a lie, only Sony's VR thing does this.
>>
>>323216821
sorry you cant grasp that 90hz does not = 180 fps and that no games are going to run 180 fps unless youre playing on absolute lowest settings, its 45 fps x2, you can calm down now
>>
>>323216856
Only Sony does this. Rift and Vive require you to run at true 90fps.
>>
>>323217115

It's 90hz period. I don't know why this is confusing to you.
>>
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>>323207024
>https://vimeo.com/138790270
>And even when I take the goggles off, shes right there! Shes real!
WAIFU AGE CONFIRMED.
>>
>>323217115
No one is saying this, you moron.

Your computer has to render 180 frames each second, because it's feeding 90 frames to two displays simultaneously each second, that's what people are telling you.
>>
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Abandon all hope before you are disappointed even further.
>>
>>323217313
no its not, its feeding a total of 90 frames, 45 per eye
>>
>>323216905
that is all cool and dandy but the Vive has zero chance. Only a handfull of lardass basement dwelling Steam NEETS will buy that shit with their neetbux.
It's too nerdy, too niche and too costly. Rift has a chance to bite off like a 5-10% share. Sony will completely obliterate both of them because they will have the normies on their site and whoever gets the normies first wins.
See Wii.
>>
>>323217313
>>323217474


That's not how it works. You're both wrong.
>>
>>323217115
It's 90 FPS per eye, anon.
>>
>>323216534
>it does not render 120 fps for each eye
Noone said it did
>no modern game is going to run 240 FPS at max settings
You must be a genius cause everyone including me thought it was possible and only you have seen this truth
>3d 120hz Nvidia 3d Vision kit is 60 FPS x2, and it uses the same technology as VR
no it fucking doesn't. In nvidia it's active shutter glasses that get display from single monitor. The shutter darkens the left eye when you are meant to see right and does the opposite when you need to see from the left. so the monitor shows image for left then right then left very fast. 120 hz monitor is still 120 fps but each eye gets 60 fps.
When you actually have 2 fuckin separate monitors. They both work at 90 hz for each eye.

These are basic shit why are you all retarded ffs.
>>
>>323217474
It's 90 frames per eye.
>>
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>>323217330
fug wrong pic
>>
>>323217474

This isn't a shutter effect like 3D Vision you brain dead fuck.
>>
>>323217697
>>323217596
>>323217674
its 45 fps x2, you can see for yourself how many total frames the GPU is rendering, while using the occulus you will never go above 90 TOTAL not per eye.
>>
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>>323217510
>Only a handfull of lardass basement dwelling Steam NEETS will buy that shit with their neetbux.
Anon please stop being so fucking deluded.
Valve is a big known company and steam has millions of users.
Not to mention as soon as the Vive is out every tech reviewer out there is gonna have it and give intensive impressions.
Anyone who is interested in VR is gonna be willing to hear more about it.
>>
>>323217520

Your first quote is completely correct.

If the game is feeding 90 FPS to both eyes, and each has to be rendered from a slightly offset position for the stereoscopic effect, that is 180 frames being rendered.
>>
>>323216238
How does that work? If it's using some trickery that only works in polarized 3D then it's not going to work on VR.
>>
>>323217520
If your PC isn't rendering 180 different frames per second in order to send 90 to each monitor per second, how does it work?
>>
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Do none of you faggots have multiple monitors? You can duplicate video output to as many displays as you want. It doesn't affect performance in the slightest.

I also have a DK2, it gets the same performance a 1080p monitor does. Please stop making shit up as you go when you clearly have no fucking idea what you're talking about. The Rift and Vive will both display 90 fps. Period. There will never be a variance where one eye is seeing less frames than the second unless someone goes full pants on head retarded with their software.
>>
>>323206467
Thing that worries me is that apparently games/apps for those 3 vr things will be exclusive to each of them. It's going to be PS3/X360/Wii all over again.
>>
>>323217945

>This retard is not trolling, he is 100% this fucking stupid

Really explains /v/s hate over VR, they're all this stupid
>>
>>323217982
>>323218042


The image for each eye is rendered in the same frame. It's flat out 90fps.
>>
>>323207024
Such speed and grace...

I want to watch him draw more.
>>
>>323217945
Because it treats both screens as one. One full frame for the headset is two actual frames, one for each eye.
>>
>>323218042
>>323217982
>>323217697
>>323217674
>>323217596
>>323217474
>>323217313
>ITT people who have no fucking idea how computers work.

My sides, please stop guys. I can't take it anymore, I'm dying here.
>>
>>323218091
>Exclusive
Suuuuuuuuure.
>>
>>323218134
No, the images are displayed at the same time, but they're still two different images that require rendering.
>>
>>323218050
>You can duplicate video output to as many displays as you want.

Except VR doesn't work like that. A dupilcated image wouldn't work for a stereoscopic effect. You're seeing 2 offset render points, each unique to itself.
>>
>>323217945
Full retard.
The GPU renders both perspectives at the same time.
>>
>>323206467
>A VR system that requires you to have a big enough space to install it
It has about as much luck as the Kinect.
>>
>>323218165
yes, it treats them as one, which means if the GPU was rendering enough for 90 fps for each eye it should show as 180 FPS, not 90.
>>
>>323218050
>I also have a DK2

Then post a picture of it right now, because you're making retarded claims such as duplicated images, when that is not even close to how VR (And even 3D Video) works.
>>
>>323218294

They are both rendered at the same time, within a single frame.
>>
>Retarded person is wrong about something
>Realizes he's wrong halfway through
>Le I'm trolling now ebin

This stupid argument is over for me, I suggest you guys to stop feeding the imbecile too.
>>
>>323209956
Holy fuck that is just fucking amazing, anyone have sauce of this?
>>
>>323218050
Now try rendering the scene in different perspectives for the necessary 3D effect and see if it doesn't affect performance.
>>
How much of an immersive experience is it while using the OR or Vive? How much of it depends on the software rather than the hardware?
>>
>>323218430
Yes, but they are two distinct 1080x1200 images that require rendering. It is treated as one frame because they are displayed as one frame when you are viewing them from the HMD.
>>
>>323217310
Is there a love purer than that of an autist and his waifu?
>>
>>323207653
they only need to take a small hit financially, reducing the cost by $100-200 per unit and covering it with their Steam money.

That would literally buy them at least 90% VR marketshare, which would make them the money back in less than a year.
>>
>>323210373
Not wanting something new that could change gaming forever is a sign that you're getting old.

It's time to euthanize yourself for the sake of humanity.
>>
>>323207024
>you will never be this passionate about anything you do
>>
how bad is the door effect compared to cardboard 2.0. I know I know but it's my only reference point. For me it's extremely noticable in cardboard 2.0
>>
>>323206609
Sause or gtfo!
>>
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>>323218423
Under left hand monitor.

And yes... This is exactly how it works. Your GPU renders the scene, outputs it, Oculus driver hooks the output and does what it does. Your GPU is never more stressed trying to render twice the frames, it is only further stressed by the total resolution it's outputting to.

Check the oculus forums - It's all explained there.
>>
>>323218673
It's hard to describe, but you feel like you're actually part of the world after a while that just doesn't happen if you're just staring at a screen in front of you. Whatever you're playing doesn't even have to look realistic or good, it even works with Minecraft.
>>
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>>323218848
You are passionate about posting on 4chan.
>>
>>323208956
>>323209267
It has higher FOV but it also has worse screen door effect because of it.
>>
>>323218242
That's what both Sony and Rift stated.
Most games or apps are going to be hardware locked for the specific googles.
>>
>>323213918
But still, running all of those wires, finding mounting points, clearing space. All for a device that very well may be a gimmick in a few months time.
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