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Oculus Rift Simulator

Primopearl
Honored Guest
Hi Guys, any of you saw this?

http://vr.mkeblx.net/oculus-sim/

I have no OR, so I'm not sure it is accurate...

What is the opinion of the experienced?
13 REPLIES 13

DarkusBrett
Honored Guest
This is actually surprisingly accurate. When you're not moving the mouse, the screen looks exactly like that on your eyes. Just whenever you move your head in the rift, the pixels move with your head and it looks like the environment moves behind you. The rift is a little bit better than this in my opinion.

stigk
Honored Guest
Hey Guys I'm new here so I can't create a thread. The video I saw on You Tube is to good not to post somewhere on here. If it has already been posted here I'm sorry. This is not my video but it ELIMINATES SCREEN DOOR EFFECT. Check it out! And thank you to the person who made this video.

http://www.youtube.com/watch?v=t0xaMIyUGfk

Guspaz
Honored Guest
"primopearl" wrote:
Hi Guys, any of you saw this?

http://vr.mkeblx.net/oculus-sim/

I have no OR, so I'm not sure it is accurate...

What is the opinion of the experienced?


In my opinion, that's not a very good simulation of what you see, with the exception of the motion blur effect (which is accurate)

The screen door effect is significantly more pronounced than the simulation, and the simulation does not seem to simulate the variable resolution over different parts of the screen caused by the optics. Nor does it simulate how in a real rift, only the centre of vision is in relative focus, the rest is blurred (how much depends on your eyesight and which lenses are used).

DeadlyJoe
Rising Star
I don't think it's an accurate representation of the screen-door effect or the motion blur. In fact, I don't perceive much motion blur at all with the DK1, and it actually took me a while to figure out what people were talking about. Even using the Rift and knowing about the motion blur, I still don't see it unless I actually go looking for it. I think this only goes to show that not everyone sees the same thing, and not everyone sees the screen in exactly the same way.

Many variables of the Rift affect your perception of the screen. The DK1 can be configured for a variety of vision profiles. Changing any of these variables may affect the field of view, your effective field resolution, the perceptual size of the pixels, and the visibility of the screen door effect. Furthermore, some people use the face mask fully extended, while other people use the face mask fully contracted, and some in between, which affects focus, FoV, distortion, and other properties. Lastly, viewing the screen in stereo also has some measurable affect on your perception, which can't be represented by this simulation.

So, I think you have to take this simulation with a large grain of salt. The one thing that it may be good for is that may give you a sense of relatively how much more detail you get by increasing the display resolution. But, in reality, the perception of that detail will vary from person to person.

HAWKEYE481
Honored Guest
Does anybody know if the method used on the link provided actually reduces the screen door affect :?:
"Some people say VR can take you anywhere in the world, I say VR can take you anywhere in your imagination" Intelligent-Visuals http://www.ivvr.uk http://www.intelligent-visuals.com https://www.facebook.com/intelligentvisuals

DeadlyJoe
Rising Star
"HAWKEYE481" wrote:
Does anybody know if the method used on the link provided actually reduces the screen door affect :?:


My brother performed a similar mod on his unit with a piece of diffusion glass. It does help. The SDE is reduced considerably, and I do prefer it over the bare un-modded screen. I would say it has an adverse effect on small-text readability, but that's only a minor problem.

I don't know how diffusion glass compares to the laminating material used in that video. But if you use diffusion glass, then getting the spacing between the display and the glass exactly right is key. The glass we used couldn't be perfectly flush with the screen, or else it wouldn't diffuse enough. Different diffusion grades will certainly produce a stronger or weaker effect. It's just something you'd have to experiment with.

HAWKEYE481
Honored Guest
Thanks for the advise is any of the 3D effect compromised by doing this?
"Some people say VR can take you anywhere in the world, I say VR can take you anywhere in your imagination" Intelligent-Visuals http://www.ivvr.uk http://www.intelligent-visuals.com https://www.facebook.com/intelligentvisuals

MrKaru
Adventurer
I honestly was expecting my games to become 16-bit era kaleidoscope images when my rift comes, but I have to say if this is how it looks then I'm much more excited than I was previously. It looks beautiful.
I am seriously excited to see if a 2/4k version will ever be available now. Even if it's an optional add-on for alot more money, seeing this has convinced me it would be worth it.

That said however, I wish they used a setting other than Minecraft. Minecraft lends itself well to pixelation since the game is made up of very noticeable pixels anyway. Minecraft at 480 looks pretty much as good as minecraft at 1080.
A game setting with a regular/modern graphical style would show off the difference more than minecraft.



Also, in reply to that video of SDE being dealt with, that's simply amazing. I figured you could do something like that, but never actually thought to look to see if it'd been done.
I wonder how much of a difference it will actually make though. It doesn't improve resolution, only remove the noticable borders.

AlexiGVS
Explorer
I would have to say, it is veery close..
4k + Low persistence.... impressive... Almost perfect picture. Can't wait for Oculus 4K 😉