02-01-2018 08:07 PM
02-16-2018 03:45 AM
02-16-2018 04:35 AM
02-16-2018 05:21 AM
02-16-2018 07:05 AM
Wildt said:
@RedRizla - Thanks for the report. I guess I'm gonna have to try it out for myself before ordering anything with this resolution bump.
In contrast here's what UploadVR thought:
"To put it simply, to my eyes the Odyssey’s visuals improve upon Rift and Vive in every way. At CES we also tried the Vive Pro, which uses the same resolution Samsung display. It wasn’t a lot of time with the Vive Pro and we didn’t try them side by side, so it is hard to comment more about the optical differences between the two. But we are left with the overall impression that Odyssey’s clarity — from resolution to lenses — currently leads the industry. In a CES demo provided by NextVR using the Odyssey, the company showed how crisp a captured scene can look in the Odyssey. It is hard to go back to the decreased resolution after experiencing the improvement."
02-16-2018 07:10 AM
BeastyBaiter said:
To answer some questions, no, I couldn't see individual pixels but after about 12 hours of tinkering, I think I know what the issue is. It seems to use the cheater resolution technique the current Vive uses. What seems to be going on is while the Rift uses 3 subpixels per pixel (1 red, 1 green, 1 blue for each pixel), the Odyssey does not. It uses 1 subpixel and then shares the other 2 subpixels with its neighbors. This is just a guess on my part, but it explains shimmering I would see around object edges in some games and why text was harder to read. If I'm right, the Odyssey is actually running at about 2/3rds the resolution it claims due to the subpixel setup. That would make it lower resolution than the Rift.
Unfortunately this isn't reflected in GPU usage. In DCS, the Rift eats 5.5 GB of VRAM in a test mission I have, the Odyssey eats 8.5GB at the exact same settings in that mission. The Rift also maintained 90 fps (just barely) while the Odyssey mostly hung out in the 60-70 fps range.
As for why reviewers would say the Odyssey looks better. That's because it does at first glance. The displays are far more vibrant. I was truly blown away the first time I put it on and loaded up the Microsoft Home. It just looks incredible compared to the Rift. Even in DCS where reading text was harder, the initial impression was excellent.
In high contrast scenes, the Odyssey also lacks the massive godrays the Rift has. It does have a little bit of bright blur in extreme cases, but it is far less distracting. Additionally, the SDE is noticeably lower. By SDE I mean the gaps between pixels. I really can't see them in the Odyssey. But as said, the actual resolution seems to be lower despite having more "pixels" and less of a gap between them.
edit:
As a side note, the controllers for it are certainly usable. They don't detect if your finger is touching the trigger or if your thumb is touching the touchpad/stick or not, so pointing is out but they otherwise work well. They aren't as ergonomic as the Rift's, but are are still good. Tracking was spot on too for the most part, though I had to be careful about reaching down to my hips to grab guns. I found it best to look down a little when doing so. Not having to deal with sensor LoS was an improvement too, but I have a dodgy Rift setup at home due to limited space and a pet rabbit that likes the taste of electricity.
I gave FO4 VR a try while I was at it, the controls suck just as hard with touchpads imho. Actually I think they sucked more despite the game being designed exclusively for them instead of our Rift stick hacks. I just couldn't feel where the center was so I kept switching pages in the inventory when I meant to scroll down instead.
02-17-2018 07:00 AM
02-17-2018 03:49 PM
02-17-2018 06:01 PM
02-17-2018 07:00 PM
LOL - so true, I have had glasses for so long now that I barely notice the visual clutter.
snowdog said:
Us glasses wearers have got an advantage where god rays are concerned I think, because at night we see them all the time so we're used to them.