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Fooz posted:
Fuuuck me. The next round of headsets is going to be life-changing.
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# ? May 30, 2017 04:14 |
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# ? Jun 17, 2024 01:16 |
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Very nice. The previous high-ppi displays I was aware of were all LCD and therefore not capable of low persistence mode.
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# ? May 30, 2017 04:25 |
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There's also those emagic (?) OLED micro displays from a couple years back, that didn't have green elements, just red and blue
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# ? May 30, 2017 04:40 |
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So what kind of monstrosity will I need to power a 2k screen? I thought the whole issue with 2k/4k screens was the lack of processing/video power?
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# ? May 30, 2017 04:49 |
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Thor-Stryker posted:So what kind of monstrosity will I need to power a 2k screen? A 1080ti is already powerful enough. Supersampling for a lot of games already puts the effective resolution higher than that.
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# ? May 30, 2017 05:24 |
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Thor-Stryker posted:So what kind of monstrosity will I need to power a 2k screen? Eye tracking and foveated rendering effectively solves that problem.
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# ? May 30, 2017 05:32 |
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Even without foveated rendering, you don't necessarily need to be rendering at the panel's native resolution. I'm okay with things being a bit chunky as long as the improved clarity makes up for it.
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# ? May 30, 2017 06:46 |
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Yeah you could render at half res and scale it up and it would still look better than a panel of that res natively cause the space between the pixels is smaller.
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# ? May 30, 2017 06:52 |
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rage-saq posted:A 1080ti is already powerful enough. Supersampling for a lot of games already puts the effective resolution higher than that. Really? All the reviews of the 1080ti that I've seen show it at or near 90fps for ultra-graphics at 2k fps. That's not even considering fps dips for taxing zones in games. I mean, it could probably run current generation VR games because they've really dialed down the detail to make them playable. But a full-scale AAA title like a modern Crysis would probably die at 2k VR.
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# ? May 30, 2017 07:04 |
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Whoa, now this is a pack in https://twitter.com/htcvive/status/869448300167966720
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# ? May 30, 2017 08:27 |
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^^^niceThor-Stryker posted:I mean, it could probably run current generation VR games because they've really dialed down the detail to make them playable. But a full-scale AAA title like a modern Crysis would probably die at 2k VR. There are plenty of very good-looking VR games already. They just have to be extremely well-optimised, and they won't look quite as good as the best-looking 2D games because 2D games work within different performance horizons. El Grillo fucked around with this message at 08:45 on May 30, 2017 |
# ? May 30, 2017 08:42 |
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Thor-Stryker posted:So what kind of monstrosity will I need to power a 2k screen? The games would probably have to adjust but I bet something like Rec Room would run just fine. I'll take simple and sharp any day.
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# ? May 30, 2017 08:43 |
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I finally got round to playing Superhot VR on the weekend since it came out for the Vive (officially). What a game, holy poo poo! I definitely get why it's rated so highly now, even though the campaign was very short, it was so god drat cool. I really suck at endless mode though. I seem to only be able to get half way to each level's target before being completely overwhelmed and dying. Any tips? On a related non-vr note, I got the bundle with regular superhot and it runs really badly, even when the VR version is buttery smooth. I've got a 3570k and a 1080ti so I'm preeeetty sure it's not me.
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# ? May 30, 2017 08:56 |
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Thor-Stryker posted:Really? All the reviews of the 1080ti that I've seen show it at or near 90fps for ultra-graphics at 2k fps. That's not even considering fps dips for taxing zones in games. Yeah, the pascal architecture has a huge efficiency bonus for rendering VR games, making the total resolution "hit" from VR a lot less. Unoptimized games can be run at 1.8-1.9 SS with a 1080ti. Here's what that translates to into effective resolution.
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# ? May 30, 2017 08:59 |
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As much as I wish I could be playing VR right now, it's better to wait for three things: 1. Foveated Rendering 2. Inside Out Tracking 3. Wireless It's perhaps a little optimistic to hope for all those in Generation 2, but Generation 3 definitely.
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# ? May 30, 2017 09:35 |
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With a 1080 you can already supersample to around double the pixel density of the display in most games. The only outliers I've come across are games that were converted to VR, mostly sims but particularly anything that uses a deferred renderer.
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# ? May 30, 2017 10:06 |
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Thor-Stryker posted:So what kind of monstrosity will I need to power a 2k screen? You don't need a crazy card to drive those screens as you can just down sample the game. It's an unfortunate myth that a higher display resolution requires some ungodly video card to drive it. Exioce posted:As much as I wish I could be playing VR right now, it's better to wait for three things: While you wait people are playing VR, waiting for the next big thing in tech just makes you wait forever.
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# ? May 30, 2017 10:10 |
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I hope if the headsets do go wireless as most people itt want, I can take the battery out and plug in a cable. My rift gets pretty toasty even without a high capacity battery in it. I prefer a wire to the heat and battery life issues. For the same reason, I wouldn't want any processing going on in the headset. I mean, it'd be great if there were no heat and performance trade offs, but I don't expect we'll hit that point in my lifetime, if ever.
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# ? May 30, 2017 11:53 |
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..btt posted:I hope if the headsets do go wireless as most people itt want, I can take the battery out and plug in a cable. My rift gets pretty toasty even without a high capacity battery in it. I prefer a wire to the heat and battery life issues. For the same reason, I wouldn't want any processing going on in the headset. I mean, it'd be great if there were no heat and performance trade offs, but I don't expect we'll hit that point in my lifetime, if ever. The TPCast uses a battery pack that you clip on your belt or whatever. SCheeseman fucked around with this message at 12:30 on May 30, 2017 |
# ? May 30, 2017 12:22 |
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SwissCM posted:The TPLink uses a battery pack that you clip on your belt or whatever. Does it also allow you to hot plug batteries? How long do they take to charge?
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# ? May 30, 2017 12:24 |
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..btt posted:Does it also allow you to hot plug batteries? How long do they take to charge? It hasn't been released outside of China yet. Here is someones impressions from reddit quote:So I did manage to get a couple of good and extensive 2-3 hour sessions in this weekend and focused on the difference the TPCast and the DAS provided. So there are some issues, the biggest one being the lack of camera and mic which may delay my purchase until these problems are solved, I use both regularly.
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# ? May 30, 2017 12:32 |
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Ah, I see. Cost and lifetime would be other concerns. Still not for me as I find tracking and swapping batteries irritating and the cable doesn't bother me, but it does sound like they're solving some problems. I guess the other deciding factor for me is I just don't have the space for roomscale without moving furniture. Nor have I found it particularly a game changer. But then a good 50% of the reason for me getting the headset was elite, and the cable is barely noticeable playing cockpit stuff. I wonder if the wireless stuff will be affected much by rf noise. I remember an early wireless tv box I had shat itself whenever we turned the microwave on. Or the washing machine. Or the vacuum.
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# ? May 30, 2017 12:48 |
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SwissCM posted:It hasn't been released outside of China yet. Here is someones impressions from reddit I'm bothered by the fact that they couldn't put a belt clip on the pack. That is an extremely cheap problem to fix and might help with heat dissipation on the battery. What if you can't find that name brand fanny pack that the redittor is using, will other fanny packs work? Are they as stylish?
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# ? May 30, 2017 12:56 |
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Phuzun posted:What if you can't find that name brand fanny pack that the redittor is using, will other fanny packs work? Are they as stylish?
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# ? May 30, 2017 13:33 |
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I also got around to Super Hot VR; it's short, but a real hoot. I wonder if a level editor or encounter designer could be in the work.
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# ? May 30, 2017 13:47 |
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Aphex- posted:I really suck at endless mode though. I seem to only be able to get half way to each level's target before being completely overwhelmed and dying. Any tips? Its not helpful, but not really. Around the halfway point is when you need to stop taking your time and aiming and just start operating on pure instinct. be neo. throw headshot punch grab spin duck shoot. if you get overwhelmed ducking behind a desk and crawling around for a bit helps a lot.
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# ? May 30, 2017 13:50 |
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For endless I also recommend not being shy about switching guns frequently because nothing is worse than running out on a gun during a hectic moment. I basically constantly keep switching whenever a gun flies near my face so I can just keep shooting without stopping
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# ? May 30, 2017 14:03 |
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One week in, reporting. Agree that Superhot VR is excellent. Made some friends try it and now they are purchasing a Vive and planning their play areas. A surprising favorite of mine is the mobile port of Overkill to VR. People complain about wave based shooters but those were always the game I spent tons on in arcades. Now I can play them at home for (technically) free. For Memorial Day we took a trip to the city, and hit up a Dave & Buster's, which ended up being underwhelming because all the games there I pretty much had in VR. Is it bad that when I close my eyes I can see the boundaries of my play area?
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# ? May 30, 2017 14:19 |
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InevitableCheese posted:Is it bad that when I close my eyes I can see the boundaries of my play area? Nope, it'll go away, as VR feel more normal to you. Visualizing game elements is a well known condition. I can see Soundboxing orbs when I close my eyes commonly. https://en.wikipedia.org/wiki/Tetris_effect
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# ? May 30, 2017 15:10 |
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Glagha posted:For endless I also recommend not being shy about switching guns frequently because nothing is worse than running out on a gun during a hectic moment. I basically constantly keep switching whenever a gun flies near my face so I can just keep shooting without stopping Yeah that's a good tip, once you get above 50 throwing your gun is as important a weapon as shooting. Also try to get the shotgun guys to shoot before you ever pull the trigger yourself.
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# ? May 30, 2017 15:26 |
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..btt posted:I wonder if the wireless stuff will be affected much by rf noise. I remember an early wireless tv box I had shat itself whenever we turned the microwave on. Or the washing machine. Or the vacuum. This shouldn't be a major issue. The wireless technology used by these boxes runs in the 60 GHz frequency range which doesn't really penetrate much of anything and isn't really used by anything except recent high-speed wireless protocols. Your old wireless TV box probably ran in the 2.4 GHz range, which is also where microwaves blast a massive amount of radio energy in to your food.
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# ? May 30, 2017 16:43 |
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Warbird posted:I also got around to Super Hot VR; it's short, but a real hoot. I wonder if a level editor or encounter designer could be in the work. Getting in on this recommend train. Played the campaign in 90 minutes last night and it was an absolute blast. It felt like I was playing for hours and I had an amazing time. Looking forward to putting more time into the endless mode and getting all the achievements at a later date.
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# ? May 30, 2017 16:44 |
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Rift goons, how intuitive is throwing items with the Touch controllers? The Vive wands work fine, but getting where things go where I want has been somewhat inconsistent. Also, I'm not really a fan of the grips to pick up/hold, but I get why they went with that. I hope those knuckle controllers come out soon. Edit - Autocorrect Warbird fucked around with this message at 21:17 on May 30, 2017 |
# ? May 30, 2017 17:32 |
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wolrah posted:60 GHz frequency range which doesn't really penetrate Hmm, you just reminded me of something - aren't signals at those frequencies also highly directional, and wouldn't they struggle to penetrate something like, say, your arms? I have an image in my mind of enormous antler like aerials to deal with that Maybe reflections would make it a non-issue.
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# ? May 30, 2017 17:43 |
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If Star Trek is not your jam, Giant Cop also comes out today. I played the demo at a convention recently because the devs are from Newfoundland and it was a lot of silly fun tossing around tiny people as a giant cop. They also have a lot of great props scattered about the city to check out. Humble store has it listed at $25 USD.
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# ? May 30, 2017 18:04 |
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Warbird posted:Rift goons, how intuitive is throwing items with the Tooch controllers? The Vive wands work fine, but getting where things go where I want has been somewhat inconsistent. Also, I'm not really a fan of the grips to pick up/hold, but I get why they went with that. It's good, but pretty dependent where the developer sets the release point. Right now the best throwing in any VR game is Robo Recall, which has some subtle auto-aim. I hope developers learn from this, it really feels fantastic in practice.
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# ? May 30, 2017 19:12 |
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Some of the best throwing is in Ripcoil, the downside is it makes everyone feel like throwing up in other ways
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# ? May 30, 2017 19:36 |
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Warbird posted:Rift goons, how intuitive is throwing items with the Tooch controllers? The Vive wands work fine, but getting where things go where I want has been somewhat inconsistent. Also, I'm not really a fan of the grips to pick up/hold, but I get why they went with that. Very natural. The grip on the Touch controllers isn't a pain to use like the Vive. You can naturally hold it down without any effort, which is why many Touch games use it for holding objects. Many Vive users are upset at Superhot VR not enabling sticky grip because you just can't use the grip button on the Vive controllers in the same way. You can easily tell which platform a game was designed for just by how the developer handles the grip button, or how you pick up and interact with objects. Many developers don't seem to take the time to perfect the controls for both the Vive and Touch.
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# ? May 30, 2017 19:37 |
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..btt posted:Hmm, you just reminded me of something - aren't signals at those frequencies also highly directional, and wouldn't they struggle to penetrate something like, say, your arms? I have an image in my mind of enormous antler like aerials to deal with that AFAIK they're fairly omnidirectional but are nearly line-of-sight. They'll penetrate walls and people barely, but not much. It doesn't seem like it's a big deal in the real world, I haven't seen this mentioned as a problem in the reviews so far.
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# ? May 30, 2017 20:08 |
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# ? Jun 17, 2024 01:16 |
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wolrah posted:AFAIK they're fairly omnidirectional but are nearly line-of-sight. They'll penetrate walls and people barely, but not much. Even if it is an issue, wouldn't be hard to fix it by putting antennae in multiple places around the headset.
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# ? May 30, 2017 20:10 |