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Time for a Modded Rift-S?

kevinw729
Honored Visionary
n4ho7d8axmn9.png

Having seen the modded Rift-S units, (and now a cluster of modded Quest's) - I wonder if this is a missed opportunity by OculusVR, or if the reality is that we will have to wait for next year and a Quest 2 - that can comprise all of the elements wanted by the remaining VR community. If that is the case then what would a Quest 2 (for PC VR community) need to include?
https://vrawards.aixr.org/ "The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities" https://www.amazon.co.uk/Out-Home-Immersive-Entertainment-Frontier/dp/1472426959
19 REPLIES 19

OmegaM4N
Expert Trustee
^^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.
CV1/Vive-knuckles)/Dell Vr Visor/Go/Quest II/ PSVR/PSVR 2.

kevinw729
Honored Visionary

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.



Agree, breaking the warranty on the system will be costly - but as we have already seen some claimants having problems with un-modded systems I think its a issue either-way. Seems that a large number of Rift-S owners have modded using the DAS system anyway according to the FB OculusVR developer forum @OmegaM4N - surprised me that that also included Quest owners!

twll2csj5cs4.png 
https://vrawards.aixr.org/ "The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities" https://www.amazon.co.uk/Out-Home-Immersive-Entertainment-Frontier/dp/1472426959

RuneSR2
Grand Champion
I was thinking that the Sennheiser kit might be better - I don't think it'll void your warranty:

https://youtu.be/XAnqoQxUrjQ

https://www.ebay.de/itm/Soundkit-for-Oculus-Rift-S-Upgrade-your-Rift-S-with-high-quality-Sennheiser-...

But it'll increase the cost of Rift-S from $400 to $550-600 (including shipping from Europe), and suddenly you're close to Cosmos ($700), and remember that Cosmos comes with 1 year of Viveport Infinity membership worth $100 😉

In short:
Rift-S + Sennheiser Kit = $600.
Comos (better res, better refresh, IPD, worse tracking) + 1 year Viveport Infinity = $700.
Index (better res, IPD, better (finger) tracking, better fov, much better refresh) = $1000.

- of course other main Rift-S advantages are ASW2.0 and the best (native) VR content on planet. 

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"

kevinw729
Honored Visionary
All good points @RuneSR2 - I think the latest update may buy HTC Cosmos a stay of execution in some eyes, especially linked to their 5G plans. And your right, least on comfort and audio there were no gripes!

Regarding your point on the warranty - I am not so quick to jump to assumptions on that. People I thought with good claims ran into issues, not sure if they would be looking for a reason to reject (even if you remove the modded items before returning!)

Not really sure why we should even be having this discussion - a updated Quest 2,0 or Rift-S 2.0 would address this in a instant!
https://vrawards.aixr.org/ "The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities" https://www.amazon.co.uk/Out-Home-Immersive-Entertainment-Frontier/dp/1472426959

RuneSR2
Grand Champion
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:

Image result for vive pro

- 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! 

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"

JeremyC85
Heroic Explorer
That sound kit seems to be exactly what I'm looking for! Has anyone tried it?? 

OmegaM4N
Expert Trustee

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:

Image result for vive pro

- 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! 



You are preaching to the choir here sir, i would love a system that had as a min entry the clarity and no god ray issues of a modded Vive with the Gear VR lens with OLED panels, the tracking of the Vive lighthouse, the utter comfort and weight of the CV1 hmd, the built in audio of the CV1 or Deluxe strap, and the motion controllers of the CV1.....and if it had the option for untethered i would not turn my nose up at that option even though it is not a issue for me personally, or even a bump in res per eye, again not something i have had a issue with on the present HMDs i own....this would be my perfect HMD, for 2020.
CV1/Vive-knuckles)/Dell Vr Visor/Go/Quest II/ PSVR/PSVR 2.

OmegaM4N
Expert Trustee
(opps, double posts)
CV1/Vive-knuckles)/Dell Vr Visor/Go/Quest II/ PSVR/PSVR 2.

RuneSR2
Grand Champion
It is sad that many seem unaware of the major differences between oled and lcd - and why it for now makes a lot of sense having the possibility to use either oled or lcd depending on the game you're playing. To me Asgard's Wrath is a 10/10 using CV1, but probably no more than 7/10 using Index, because graphics don't look right on the Index and it ruins immersion. Kobold is like 9/10 on the CV1 - and like 5/10 on the Index. While Lucky's Tale is like 10/10 in the Index - and like maybe 7/10 on the CV1. And so on.

Some dude just wrote this - it's a perfect example the great problems you may experience if you just get rid of the old oled hmd and buy a new lcd hmd - thinking the all will be better:

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"