09-20-2014 10:17 AM
09-21-2014 04:19 AM
"gonk" wrote:
@Robert... So no motion sickness ? Was this because you were physically rotating your body yourself to change direction in YAW , instead of sitting there on a keyboard ?
Yawing while not moving makes most people ill. I see this in real flight simulators, just slew around a bit and you and anyone else with you, starts to feel a little green.
anyway thanks for the info.
more first hand...
http://www.roadtovr.com/hands-on-oculus-rift-crescent-bay-prototype/
Now they just need to convince apple/microsoft/linux to make a VR compatible desktop.
....and I wear my headphones for comfort over that of fidelity/3d audio. Every person likes a little customisation in their gear....
09-21-2014 04:37 AM
"frankzappa" wrote:"mrmonkeybat" wrote:
3d binaureal sound works with any pair of stereo headphones. I have listened to binaurel recordings before with closed headphones, it works.
The CB phones can be folded away or detached so audiophiles can relax in the knowledge they can use there magic headphones. I am sure carbon design will make them prettier also.
Yes it works but a low end in ear will work better than an ultra high end closed type. The reason why 3D binaural works is because you put microphones in a virtual head with virtual ears. It sounds a certain way when the sound bounces around in the cavity of the ear. The problem with closed type headphones is that the sound bounces around in another cavity before it enters your ear.
It will work somewhat but the best thing would be an in ear headphone.
09-21-2014 04:38 AM
"GameOutLoud" wrote:
I'm more interested in the audio capabilities they're working on. If anyone remembers EAX sound in games like Thief and System Shock 2 (and Doom 3, I believe), we really haven't had any 3D audio of that quality since.
09-21-2014 05:58 AM
09-21-2014 05:59 AM
"LSDetroit" wrote:
THIS IS FUCKING BULLSHIT! I've been waiting months to get my hands on something to work with and it will be obsolete before it even arrives? Is this all just a pyramid scheme?
09-21-2014 06:09 AM
"Sharpfish" wrote:
You are supposed to be developers developing with a development kit not a bunch of entitled kids free to piss and moan each time tech evolves with much needed improvements. You just can't be pleased, one week it's "DK2 isn't good enough I hope they improve X,Y,Z" the next it's "waah they improved Z,Y,X now my kit is out of date"
please, for the sake of VR and this forum can you all finally grow the fuck up.
Cyber > warn/mod me if you like but this is getting ridiculous now, so much negativity from 'enthusiasts' while developers are pretty much fine with things as they are going (inc the costs of buying and rebuying future versions).
09-21-2014 06:26 AM
As for the Carmack talk about samsung screens, he was talking about the GEAR VR NOTE 4 screens and trying to get them to do stuff with it the hardware guys weren't happy with. THAT was in no way in connection with possible custom screens for CV1 - CV1
Overreact much? 😛
The next Display Port (which is unavailable to manufacturers) has the bandwidth for it, but those framerates are not part of the standard (and no modern graphics card has the new Display Port, let alone the two year old cards Oculus will need to support).
Palmer Lucky has always said 90hz was the minimum needed for presence, and that CV1 would be at least 90hz.
Wow, that was quite a rant - but most of it completely naive (sorry to say so) (...)
I for my part am thrilled about the new prototype and that things are moving forward.
It was one of the first ones, the submarine scene. Sometimes simpler is better. It's when I really noticed how I couldn't detect any latency at all in the headset. Tap it, shake it, do anything. It will keep up. The DK2 fails quickly at this.
On a side and lighter note, matte black is nice for a developer unit, but glossy white is definitely the way to go with the consumer version, it will look much more futuristic and appealing, and in line with the most recent style trends.
Oculus are perfectionists, and I love that. They're always trying to improve, always trying to give the best possible experience, and they're not going to settle for "good enough".
My biggest remaining quibble is something Oculus isn't actually worried about: field of view. Crescent Bay feels about the same as the DK2, which is to say that while you can see just fine, there's still a bit of a window around the edges of your vision. Mitchell says that the consumer version of the Rift could have a slightly larger or smaller field of view than the current prototype, and expanding it significantly isn't worth the stress it would put on computers to render good graphics at an acceptable framerate.
The UE developers mentioned that the Crescent Bay demo had a render target of 90 fps. I would assume that the display in the CB prototype uses the same refresh rate of 90Hz. I didn't see any screen-door effect and it was difficult to even make out the pixels that in my impression were also non-rectangular. The resolution was obviously high enough in order to not think about resolution anymore.
09-21-2014 06:31 AM
"treytech" wrote:
Some of these posts in this thread seem like angry middle schoolers. When did this forum get so full of negativity and entitlement? Half a year ago this forum was full of people on the same journey. Now it's an us vs them mentality.
09-21-2014 06:39 AM
09-21-2014 06:42 AM
"ThreeEyes" wrote:
One thing Oculus could do to cut them out is instead of selling a DK3 at cost, if there is a DK3, sell it at a premium. People are already buying video cards just for DK2 at near twice the cost of DK2. I did and so did a lot of others. Make DK3 cost $700. Real developers for the most part won't flinch, but maybe enough kids will be knocked out that these boards clean up. Or only sell DK3 to real developers. I say that knowing at least right now that would cut me out. But giving these kids a foot in the door to pollute the boards needs to end.
Just a thought. I hate it that these kids come here and rant and I hate feeling compelled to respond.