06-09-2016 04:29 PM
06-10-2016 03:22 PM
Roaster said:
LOL. My idea of great is high contrast with at least 1440 tall screens. Neither of which the Rift provides.
Eyeglass users compare the Rift experience to wearing dirty smudged glasses all day. They don't mention how nice it is to finally clean them and see again, or getting a new set of glasses to replace your old scratched pair.
You can't clean away the fresnel problem.
Oculus settled for the light smearing thing as being acceptable, and I strongly disagree. I'll pay a lot more for crisp, clear optics, and heavier too.
That depends on the reference point you're starting from.
7 or 8 years I can remember googling HMDs because I was desperate to experience VR, at that time with flight simulation. I was getting results like the nVisor SX if I wanted a 'good' resolution XVGA unit (with a 5-figure price tag) or an eMagin Z800 for a more reasonably priced SVGA kit. (I think both were around the 45 deg FOV mark).
Yes, the CV1 resolution would be great if it was higher (not sure what you'd run it on though as we're only now seeing graphics cards emerging that can run CV1 with high settings in AAA games), yes the FOV would be great if it was wider (with increased SDE unless the screen resolution correspondingly increased).
Yes the lenses would be great if they had the larger sweet spot of the Fresnel, the reduced chromatic aberrations of the Fresnels and the absence of light rays of the conventional lenses, it's a trade-off based on what technology is currently available... and what people are prepared to pay for.... not what's being settled for!
Something doesn't stop being great because it isn't perfect, welcome to first generation VR
13700K, RTX 4070 Ti, Asus ROG Strix Z790-A Gaming, Corsair H150i Capellix, 64GB Corsair Vengence DDR5, Corsair 5000D Airflow, 4TB Samsung 870 , 2TB Samsung 990 Pro x 2, DK2, CV1, Rift-S, Quest, 2, 3, Pro, Windows 11 Pro 24H2 (10.0.26100)
06-10-2016 08:35 PM
I think eye tracking and foveated rendering are strong possibilities for CV2, along with improved lenses and higher resolution screens.
06-14-2016 01:47 PM
06-14-2016 01:59 PM
06-14-2016 05:32 PM
06-14-2016 07:17 PM
06-14-2016 08:12 PM
06-14-2016 08:42 PM
06-15-2016 01:31 AM
Don't forget the other part of the mix... how take-up affects developer support.
What I mean is, any version of the Rift, present and future, has to be targeted at sufficient people to enable take-up numbers to positively affect software development. If too few people can run the RIft adequately, too few people will buy it
At the moment, a 970 is the minimum for what passes as a good VR experience, a 980ti and above seems to run many (but not all) games at high settings.
Now, as of last month (according to Steam survey), a 970 was owned by 5.13% of people, 980 by 1.04% and 980ti by 0.99% (I can't even find my Titan X on the list!), lets include the AMD cards capable meeting minimum spec... 1.74% (possibly less as all the 200 series seem to be grouped together) and....
Total PCs meeting minimum spec..... 8.9%
Total PCs capable of running most games including AAA titles on high settings (980ti or better).... 1%
So if Oculus make Rifts that push PC specs too high... there won't be enough VR capable gamers out there to make VR software development worthwhile and they risk killing VR.
I think they probably have it about right with the current target percentile but I wouldn't want to see it pushed too much... in maybe a years time, the 1080 & 1070 (and latest AMD offerings) will make up the same percentages as the 970 & above do now. So we shouldn't expect massive jumps in VR capabilities.
DK2: 960 x 1080 pixels per eye.
CV1: 1080 x 1200 per eye - 1.25 times the pixels (25% increase) of DK2 and a reasonable increase in PC requirements.
Single 4k Screen: 4096 x 2160 (2048 x 2160 per eye) - 3.41 times the pixels of CV1 (241% increase).
4k Screen per eye - 6.82 times the pixels of CV1 (582% increase).
So, if you're expecting to go from the 25% improvement that was CV1 over DK2... to the 582% improvement that is dual 4k over CV1, then I think that would kill VR from a developer involvement point of view, even a single 4k screen may be pushing too much, especially if we go to 120 hz.
I'd settle for a 50% increase in pixels/10% increase in FOV.
Edit: corrected DK2 & CV1 res (had listed DK1 & DK2!)
13700K, RTX 4070 Ti, Asus ROG Strix Z790-A Gaming, Corsair H150i Capellix, 64GB Corsair Vengence DDR5, Corsair 5000D Airflow, 4TB Samsung 870 , 2TB Samsung 990 Pro x 2, DK2, CV1, Rift-S, Quest, 2, 3, Pro, Windows 11 Pro 24H2 (10.0.26100)