11-01-2019 02:29 AM
11-01-2019 04:34 AM
11-01-2019 06:50 AM
OmegaM4N said:
^^Can that mod be revered if you have to use the warrenty for any issues that might possibly appear, because if not that could end up being a very costly mod indeed.
11-01-2019 06:56 AM
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD
"Ask not what VR can do for you, but what you can do for VR"
11-01-2019 07:03 AM
11-01-2019 08:07 AM
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD
"Ask not what VR can do for you, but what you can do for VR"
11-01-2019 08:54 AM
11-01-2019 10:30 AM
RuneSR2 said:
Not sure we need a modded Rift-S. We need a modded Vive Pro with Index fov, Index refresh and high-quality Knuckles, lol 😉
Let me explain 😉
After having tested Index for months - and having used CV1 for a long time - I'm starting to think that an oled 2880x1600 solution with Touch-like controls and great audio may be optimal for current games. Seems like Oculus also reached a similar conclusion, because quest is close to such a solution if streaming works perfectly (but then there's the sound, 72 hz, 4-camera tracking, comfort with front-heavy battery)...
The new lcd hmds with subpixels ruin a lot of the old oled SDE (black) magic - making textures that looked awesome and high-res on the CV1 looking quite lowres and dull.
Take Asgard's Wrath as an example - it's been in development for years, and temporal antialiasing (TAA) indicates that the game was made for CV1 (and CV1 was promoted in the Asgard's Wrath announcement trailer) - TAA makes the game look blurry and quite bad on the Index, and Rift-S owners have also complained about the blurry TAA. And then you lack to deep blacks.
Vive Pro has oled panels without extra subpixels - probably much like Quest - and great sound - and 90 Hz. I think Asgard's Wrath would probaby look awesome using Vive Pro - and future games designed for lcd hmds would probably look awesome too:
- but to make it work you'll need 2 base stations and Knuckles - it won't be cheaper than Index. And you don't get Index fov nor refresh rates.
My dream for a CV2 released Summer 2019 would just have been Vive Pro HMD specs (ok with eye relief) + ability to use good old Touch and the external tracking. While such a solution may have been awesome for CV1 owners (just needing to upgrade HMD), it would have been an expensive solution for newcomers - and I understand Oculus' need to provide more inexpensive solutions.
I can't help thinking that lcd and oled aren't really compatible. Games made for oled often look horrible (also the blacks) on lcd hmds. While everything tend to look awesome on an oled hmd...
This may also mean that if Valve has spent years making Half-Life VR on oled displays, they may now have to redesign the whole game for lcd hmds (much higher texture res, optimal lighting for the lcd hmds to make gray appear more black-ish)...
In short - we need oled back!
11-01-2019 10:30 AM
11-01-2019 03:10 PM
Got an index yesterday (upgraded from the first rift) And Ive noticed when playing games with dark areas, for example The forest, during night time, everything is really brightly washed out that i can hardly see anything, and when i turn the brightness down its just too dark to see anything. On the rift i could easily see in the dark (it just looked 'right'). Is there something i could try to fix this? or is this just how the index is?
Its the same in other games as well
Edit: i just realied the original rift had a OLED screen, perhaps thats why it looked so much better in dark scenes
https://www.reddit.com/r/ValveIndex/comments/dq5dmz/valve_index_performance_in_dark_games/
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD
"Ask not what VR can do for you, but what you can do for VR"