Less latency, and a much higher res screen. That would address 50% of my biggest problems with the devkit (the other two being the smearing and the fact that it's wired).
Less latency, and a much higher res screen. That would address 50% of my biggest problems with the devkit (the other two being the smearing and the fact that it's wired).
Strange to hear about the headtracking lag Volnaiskra. Are you using v-sync? I remember many people on the MTBS board were adamant about having V-sync on with the Rift. I thought they were absolutely nuts to think that was even remotely possible to expect even some games to work well with v-sync. Especially when trying for main stream use. I heard after release, they started recommend to disable v-sync.
Palmer is only in his early 20s. I doubt he has a huge history of gaming and tweaking and troubleshooting game problems. Its kind of like 3D. 3D-movie users wonder how I'm so firm on some issues about 3D. Its because of all the tweaking/changing/adjusting this and that/trying this or that out - thats really hones your knowledge about it. I was just playing Last Light last night (entered the Venice level, in 3D, wow!) and accidentally had the depth down a little to far. The depth was okay, but wasn't window-like effect i was used to. Turned it up, just a few notches and it was a huge difference. Why mention that? Because the OR is said to serve an IPD of under 6.25 if that is correct? Lucky said it wasn't a big deal and they weren't worried about it. Question: how much 3D experience does Lucky have? Sounds like a big deal to me!
Strange to hear about the headtracking lag Volnaiskra. Are you using v-sync? I remember many people on the MTBS board were adamant about having V-sync on with the Rift. I thought they were absolutely nuts to think that was even remotely possible to expect even some games to work well with v-sync. Especially when trying for main stream use. I heard after release, they started recommend to disable v-sync.
Palmer is only in his early 20s. I doubt he has a huge history of gaming and tweaking and troubleshooting game problems. Its kind of like 3D. 3D-movie users wonder how I'm so firm on some issues about 3D. Its because of all the tweaking/changing/adjusting this and that/trying this or that out - thats really hones your knowledge about it. I was just playing Last Light last night (entered the Venice level, in 3D, wow!) and accidentally had the depth down a little to far. The depth was okay, but wasn't window-like effect i was used to. Turned it up, just a few notches and it was a huge difference. Why mention that? Because the OR is said to serve an IPD of under 6.25 if that is correct? Lucky said it wasn't a big deal and they weren't worried about it. Question: how much 3D experience does Lucky have? Sounds like a big deal to me!
There's a good chance I did have vsync on - though I use adaptive, which shouldn't be as bad.
But as others have helped me realise, the latency was just a part of my problem. It was also the 'smearing' motion blur. And the fact that headtracking is only slightly useful, since the wired unit discourages you from freely moving around the virtual space.
So when you add all 3 things (4, if you include vsync), the headtracking just felt generally awkward and not worth the trouble.
It sounds like each of those 4 things may be addressed before release though. But I still think it'll be many years before this sort of thing makes it into AAA games and mainstream loungerooms. The amount of hurdles they need to overcome is just huge. This headtracking stuff is just one part of it. Getting proper software support is another (it's been out for so long now, with so much hype, and there are still almost no games available that work with it without compromises or fussing around).
And, as you say, it'll need a lot more fine tuning from people who understand 3D. As others have said, the reason so many people fall in love with it at tech demos is because it's probably the first 3D they've seen. And besides, everything seems much more impressive when you're buzzed up hyped at a conference. Less so when you spend serious alone time with it at home.
There's a good chance I did have vsync on - though I use adaptive, which shouldn't be as bad.
But as others have helped me realise, the latency was just a part of my problem. It was also the 'smearing' motion blur. And the fact that headtracking is only slightly useful, since the wired unit discourages you from freely moving around the virtual space.
So when you add all 3 things (4, if you include vsync), the headtracking just felt generally awkward and not worth the trouble.
It sounds like each of those 4 things may be addressed before release though. But I still think it'll be many years before this sort of thing makes it into AAA games and mainstream loungerooms. The amount of hurdles they need to overcome is just huge. This headtracking stuff is just one part of it. Getting proper software support is another (it's been out for so long now, with so much hype, and there are still almost no games available that work with it without compromises or fussing around).
And, as you say, it'll need a lot more fine tuning from people who understand 3D. As others have said, the reason so many people fall in love with it at tech demos is because it's probably the first 3D they've seen. And besides, everything seems much more impressive when you're buzzed up hyped at a conference. Less so when you spend serious alone time with it at home.
[quote="Volnaiskra"]It sounds like each of those 4 things may be addressed before release though. But I still think it'll be many years before this sort of thing makes it into AAA games and mainstream loungerooms. The amount of hurdles they need to overcome is just huge. This headtracking stuff is just one part of it. Getting proper software support is another (it's been out for so long now, with so much hype, and there are still almost no games available that work with it without compromises or fussing around). [/quote]That's what I was trying to get at in some earlier threads until I decided arguing about the future was unproductive for us all. It seems clear that's it going to be at least a couple of years for this to get past my personal bar of 'good enough.'
That's another part that is interesting and worth calling out- everyone is wildly different. Some people love the wide FOV so much that they are willing to accept anything to make it happen. Some people care the most about tracking latency and don't care about smear. Some people cannot tolerate tearing in 3D, and require vSync. Some cannot tolerate stutters, and disable vSync.
For some people, the current kit seems to be perfectly acceptable, or to be more exact, the inherent trade-offs are countered enough by the benefits. Not for me, but YMMV, of course.
Volnaiskra said:It sounds like each of those 4 things may be addressed before release though. But I still think it'll be many years before this sort of thing makes it into AAA games and mainstream loungerooms. The amount of hurdles they need to overcome is just huge. This headtracking stuff is just one part of it. Getting proper software support is another (it's been out for so long now, with so much hype, and there are still almost no games available that work with it without compromises or fussing around).
That's what I was trying to get at in some earlier threads until I decided arguing about the future was unproductive for us all. It seems clear that's it going to be at least a couple of years for this to get past my personal bar of 'good enough.'
That's another part that is interesting and worth calling out- everyone is wildly different. Some people love the wide FOV so much that they are willing to accept anything to make it happen. Some people care the most about tracking latency and don't care about smear. Some people cannot tolerate tearing in 3D, and require vSync. Some cannot tolerate stutters, and disable vSync.
For some people, the current kit seems to be perfectly acceptable, or to be more exact, the inherent trade-offs are countered enough by the benefits. Not for me, but YMMV, of course.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Apparently Carmack let slip that a new dek kit is coming, something like a pre-release device for devs only http://www.reddit.com/r/oculus/comments/1oq43j/john_carmack_confirms_new_dev_kit_incoming/
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
[quote="Volnaiskra"]Less latency, and a much higher res screen. That would address 50% of my biggest problems with the devkit (the other two being the smearing and the fact that it's wired).[/quote]
If you're talking about smearing you get when turning your head, I'm pretty sure that can be addressed by getting low persistence displays. Something like G-Sync (or an equivalent) would do it. In fact, Carmack has mentioned spending lots of time trying to find a display solution. Hopefully G-Sync speeds things up.
Volnaiskra said:Less latency, and a much higher res screen. That would address 50% of my biggest problems with the devkit (the other two being the smearing and the fact that it's wired).
If you're talking about smearing you get when turning your head, I'm pretty sure that can be addressed by getting low persistence displays. Something like G-Sync (or an equivalent) would do it. In fact, Carmack has mentioned spending lots of time trying to find a display solution. Hopefully G-Sync speeds things up.
[quote="Paul33993"]If you're talking about smearing you get when turning your head, I'm pretty sure that can be addressed by getting low persistence displays. Something like G-Sync (or an equivalent) would do it. In fact, Carmack has mentioned spending lots of time trying to find a display solution. Hopefully G-Sync speeds things up.[/quote]It's not persistence of the display. People keep saying that, but it clearly is not. If you move your head- smearing. If you move your mouse, fast, no smear. If moving your mouse is snappy, the smearing cannot be persistence of the display.
Paul33993 said:If you're talking about smearing you get when turning your head, I'm pretty sure that can be addressed by getting low persistence displays. Something like G-Sync (or an equivalent) would do it. In fact, Carmack has mentioned spending lots of time trying to find a display solution. Hopefully G-Sync speeds things up.
It's not persistence of the display. People keep saying that, but it clearly is not. If you move your head- smearing. If you move your mouse, fast, no smear. If moving your mouse is snappy, the smearing cannot be persistence of the display.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="Volnaiskra"]There's a good chance I did have vsync on - though I use adaptive, which shouldn't be as bad.
[/quote]
I'd definitely at least try it without any V-sync at all because i remember at least a couple people saying there was absolutely no lag at all.
Just fired up the Rift to try out the Aaaaaculus for the Awesome game, where they added direct Rift support.
It's pretty good. The implementation for Rift is pretty spot on, no eyestrain, good 3D, head tracking makes sense and is decoupled from mouse. Head tracking seems a little too slow to me, but it definitely works well.
Falling off a building is surprisingly fun. The low resolution and smearing aren't really a problem here because you are falling at 100mph so you sort of expect it to be blurry anyway. Nothing small to aim at, it's all big blocks, buildings, rails with people dancing.
No VR sickness, not sure why this is different.
If you've got a Rift, give it a try. This is better implemented and matches the world better than pretty much anything else I've tried.
Just fired up the Rift to try out the Aaaaaculus for the Awesome game, where they added direct Rift support.
It's pretty good. The implementation for Rift is pretty spot on, no eyestrain, good 3D, head tracking makes sense and is decoupled from mouse. Head tracking seems a little too slow to me, but it definitely works well.
Falling off a building is surprisingly fun. The low resolution and smearing aren't really a problem here because you are falling at 100mph so you sort of expect it to be blurry anyway. Nothing small to aim at, it's all big blocks, buildings, rails with people dancing.
No VR sickness, not sure why this is different.
If you've got a Rift, give it a try. This is better implemented and matches the world better than pretty much anything else I've tried.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
Well, I'll include a few suggestions too:
-Alone and Dreadhalls, they are really frightening, Dreadhalls is great if you like terror games, it's surprising how such a simple game can be so terrifying. Alone is on kickstarter right now but sadly not doing too well http://www.kickstarter.com/projects/928803758/alone-1
-Titans of the Sky. Some kind of space documentary on VR, pretty interesting.
-Greebles, cool demo.
-Sight line, one of the vr jam finalists, very interesting use of the rift.
-The gallery - six elements, really cool.
-Undercurrent, an underwater exploration demo, not much to do but well done.
-Malfunction, one of the best imho. Check that TV closely.
-rift coaster, no rift owner should go without trying this one, really good.
Full games, patched games
-Kairo, great implementation, sadly I'm not a big fan of puzzle games.
-Lunar flight, works really well.
-Minecrift, really cool on the rift.
-Quake 3 with the VR patch, works really well other than having a laser sight attached to your head.
-Quake 1 and 2, really good, quake 2 with texture patch makes it look pretty decent, recommended.
-Half-Life 2 looks really good on the rift. Sadly the cinematic mod has spoiled the game for me, since it looks outdated right now. When I have the appropiate rig and the consumer rift I'll try it with the mod and hopefully stem or razer hydras.
For commercial games, tridef 3d the best imo, really lots of options and solid real 3d on the rift. The problem with the rift right now is that modern games look terrible with the screen door effect, so I mostly play old games where games don't look that bad on that screen.
As always, crank up the resolution as higher as possible to avoid jaggies, it helps a lot.
-Alone and Dreadhalls, they are really frightening, Dreadhalls is great if you like terror games, it's surprising how such a simple game can be so terrifying. Alone is on kickstarter right now but sadly not doing too well http://www.kickstarter.com/projects/928803758/alone-1 -Titans of the Sky. Some kind of space documentary on VR, pretty interesting.
-Greebles, cool demo.
-Sight line, one of the vr jam finalists, very interesting use of the rift.
-The gallery - six elements, really cool.
-Undercurrent, an underwater exploration demo, not much to do but well done.
-Malfunction, one of the best imho. Check that TV closely.
-rift coaster, no rift owner should go without trying this one, really good.
Full games, patched games
-Kairo, great implementation, sadly I'm not a big fan of puzzle games.
-Lunar flight, works really well.
-Minecrift, really cool on the rift.
-Quake 3 with the VR patch, works really well other than having a laser sight attached to your head.
-Quake 1 and 2, really good, quake 2 with texture patch makes it look pretty decent, recommended.
-Half-Life 2 looks really good on the rift. Sadly the cinematic mod has spoiled the game for me, since it looks outdated right now. When I have the appropiate rig and the consumer rift I'll try it with the mod and hopefully stem or razer hydras.
For commercial games, tridef 3d the best imo, really lots of options and solid real 3d on the rift. The problem with the rift right now is that modern games look terrible with the screen door effect, so I mostly play old games where games don't look that bad on that screen.
As always, crank up the resolution as higher as possible to avoid jaggies, it helps a lot.
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
http://www.tomshardware.co.uk/oculus-rift-4k-display,news-45935.html
Not sure if old, but its something. It's good they are targetting such a high res, but 3D 4K is way off in the future for actual playability.
Idk, I still say it's not [i]that[/i] far off. If it's only roughly 4x 1080p 3D ... we have people that are already running 3x 1080p 3D setups in 3D Vision Surround. It may not be mainstream but it's definitely achievable ... unless of course you want 4K 3D Vision Surround. :)
edit: ... and technically the OR having a 4K display doesn't really mean it's 4K 3D, because the 4K display is halved already, you don't need enough power to push 2x a 4K image just enough to push a single 4K image.
Idk, I still say it's not that far off. If it's only roughly 4x 1080p 3D ... we have people that are already running 3x 1080p 3D setups in 3D Vision Surround. It may not be mainstream but it's definitely achievable ... unless of course you want 4K 3D Vision Surround. :)
edit: ... and technically the OR having a 4K display doesn't really mean it's 4K 3D, because the 4K display is halved already, you don't need enough power to push 2x a 4K image just enough to push a single 4K image.
Performance would be similiar to 2D. In a game with native implementation since its HSBS.
Renderers like 3d vision are almost of the question. 4K multiplied by 2. Then the HUGE issue is there isnt a renderer besides 3d vision with good performance. Unless there is some way to use 4k/2 resolution in-game and the renderer allows it [none so far].
I really doubt it will be less then 5 years.
Performance would be similiar to 2D. In a game with native implementation since its HSBS.
Renderers like 3d vision are almost of the question. 4K multiplied by 2. Then the HUGE issue is there isnt a renderer besides 3d vision with good performance. Unless there is some way to use 4k/2 resolution in-game and the renderer allows it [none so far].
I really doubt it will be less then 5 years.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
[quote="TsaebehT"]Idk, I still say it's not [i]that[/i] far off. If it's only roughly 4x 1080p 3D ... we have people that are already running 3x 1080p 3D setups in 3D Vision Surround. It may not be mainstream but it's definitely achievable ... unless of course you want 4K 3D Vision Surround. :)
edit: ... and technically the OR having a 4K display doesn't really mean it's 4K 3D, because the 4K display is halved already, you don't need enough power to push 2x a 4K image just enough to push a single 4K image. [/quote]Then, if my maths is correct, it'd basically be like playing a 1080p game with 2x supersampling in 3D. Certainly doable, even today.
Though This whole 4K thing is concerning me a bit. I want all the extra horsepower of next-gen machines (new consoles, 22nm GPUs, etc.) to be used for better graphics, better physics, more sophisticated lighting, etc. But if this 4K thing really takes off, it will divert much of those new resources into extra pixels. I don't want my next-gen games to look just like today's games but with higher resolution :(
TsaebehT said:Idk, I still say it's not that far off. If it's only roughly 4x 1080p 3D ... we have people that are already running 3x 1080p 3D setups in 3D Vision Surround. It may not be mainstream but it's definitely achievable ... unless of course you want 4K 3D Vision Surround. :)
edit: ... and technically the OR having a 4K display doesn't really mean it's 4K 3D, because the 4K display is halved already, you don't need enough power to push 2x a 4K image just enough to push a single 4K image.
Then, if my maths is correct, it'd basically be like playing a 1080p game with 2x supersampling in 3D. Certainly doable, even today.
Though This whole 4K thing is concerning me a bit. I want all the extra horsepower of next-gen machines (new consoles, 22nm GPUs, etc.) to be used for better graphics, better physics, more sophisticated lighting, etc. But if this 4K thing really takes off, it will divert much of those new resources into extra pixels. I don't want my next-gen games to look just like today's games but with higher resolution :(
The current 4K 'monitors' are two 2K monitors stuck together and feed with 2x HDMI cables and 2x 780's. If OR were to outfit one of their HMD's with similar feed 4K (~7") panel and Nvidia drove each side/eye with 3DVision it we might have something interesting to look at and work with.
Coupled with the new G-Sync and it might actually be usable.
Just need a 7" 4K OLED display....
The current 4K 'monitors' are two 2K monitors stuck together and feed with 2x HDMI cables and 2x 780's. If OR were to outfit one of their HMD's with similar feed 4K (~7") panel and Nvidia drove each side/eye with 3DVision it we might have something interesting to look at and work with.
Coupled with the new G-Sync and it might actually be usable.
Palmer is only in his early 20s. I doubt he has a huge history of gaming and tweaking and troubleshooting game problems. Its kind of like 3D. 3D-movie users wonder how I'm so firm on some issues about 3D. Its because of all the tweaking/changing/adjusting this and that/trying this or that out - thats really hones your knowledge about it. I was just playing Last Light last night (entered the Venice level, in 3D, wow!) and accidentally had the depth down a little to far. The depth was okay, but wasn't window-like effect i was used to. Turned it up, just a few notches and it was a huge difference. Why mention that? Because the OR is said to serve an IPD of under 6.25 if that is correct? Lucky said it wasn't a big deal and they weren't worried about it. Question: how much 3D experience does Lucky have? Sounds like a big deal to me!
46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530
But as others have helped me realise, the latency was just a part of my problem. It was also the 'smearing' motion blur. And the fact that headtracking is only slightly useful, since the wired unit discourages you from freely moving around the virtual space.
So when you add all 3 things (4, if you include vsync), the headtracking just felt generally awkward and not worth the trouble.
It sounds like each of those 4 things may be addressed before release though. But I still think it'll be many years before this sort of thing makes it into AAA games and mainstream loungerooms. The amount of hurdles they need to overcome is just huge. This headtracking stuff is just one part of it. Getting proper software support is another (it's been out for so long now, with so much hype, and there are still almost no games available that work with it without compromises or fussing around).
And, as you say, it'll need a lot more fine tuning from people who understand 3D. As others have said, the reason so many people fall in love with it at tech demos is because it's probably the first 3D they've seen. And besides, everything seems much more impressive when you're buzzed up hyped at a conference. Less so when you spend serious alone time with it at home.
That's another part that is interesting and worth calling out- everyone is wildly different. Some people love the wide FOV so much that they are willing to accept anything to make it happen. Some people care the most about tracking latency and don't care about smear. Some people cannot tolerate tearing in 3D, and require vSync. Some cannot tolerate stutters, and disable vSync.
For some people, the current kit seems to be perfectly acceptable, or to be more exact, the inherent trade-offs are countered enough by the benefits. Not for me, but YMMV, of course.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
If you're talking about smearing you get when turning your head, I'm pretty sure that can be addressed by getting low persistence displays. Something like G-Sync (or an equivalent) would do it. In fact, Carmack has mentioned spending lots of time trying to find a display solution. Hopefully G-Sync speeds things up.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
I'd definitely at least try it without any V-sync at all because i remember at least a couple people saying there was absolutely no lag at all.
46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530
It's pretty good. The implementation for Rift is pretty spot on, no eyestrain, good 3D, head tracking makes sense and is decoupled from mouse. Head tracking seems a little too slow to me, but it definitely works well.
Falling off a building is surprisingly fun. The low resolution and smearing aren't really a problem here because you are falling at 100mph so you sort of expect it to be blurry anyway. Nothing small to aim at, it's all big blocks, buildings, rails with people dancing.
No VR sickness, not sure why this is different.
If you've got a Rift, give it a try. This is better implemented and matches the world better than pretty much anything else I've tried.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
-Alone and Dreadhalls, they are really frightening, Dreadhalls is great if you like terror games, it's surprising how such a simple game can be so terrifying. Alone is on kickstarter right now but sadly not doing too well http://www.kickstarter.com/projects/928803758/alone-1
-Titans of the Sky. Some kind of space documentary on VR, pretty interesting.
-Greebles, cool demo.
-Sight line, one of the vr jam finalists, very interesting use of the rift.
-The gallery - six elements, really cool.
-Undercurrent, an underwater exploration demo, not much to do but well done.
-Malfunction, one of the best imho. Check that TV closely.
-rift coaster, no rift owner should go without trying this one, really good.
Full games, patched games
-Kairo, great implementation, sadly I'm not a big fan of puzzle games.
-Lunar flight, works really well.
-Minecrift, really cool on the rift.
-Quake 3 with the VR patch, works really well other than having a laser sight attached to your head.
-Quake 1 and 2, really good, quake 2 with texture patch makes it look pretty decent, recommended.
-Half-Life 2 looks really good on the rift. Sadly the cinematic mod has spoiled the game for me, since it looks outdated right now. When I have the appropiate rig and the consumer rift I'll try it with the mod and hopefully stem or razer hydras.
For commercial games, tridef 3d the best imo, really lots of options and solid real 3d on the rift. The problem with the rift right now is that modern games look terrible with the screen door effect, so I mostly play old games where games don't look that bad on that screen.
As always, crank up the resolution as higher as possible to avoid jaggies, it helps a lot.
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
Not sure if old, but its something. It's good they are targetting such a high res, but 3D 4K is way off in the future for actual playability.
edit: ... and technically the OR having a 4K display doesn't really mean it's 4K 3D, because the 4K display is halved already, you don't need enough power to push 2x a 4K image just enough to push a single 4K image.
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Renderers like 3d vision are almost of the question. 4K multiplied by 2. Then the HUGE issue is there isnt a renderer besides 3d vision with good performance. Unless there is some way to use 4k/2 resolution in-game and the renderer allows it [none so far].
I really doubt it will be less then 5 years.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Though This whole 4K thing is concerning me a bit. I want all the extra horsepower of next-gen machines (new consoles, 22nm GPUs, etc.) to be used for better graphics, better physics, more sophisticated lighting, etc. But if this 4K thing really takes off, it will divert much of those new resources into extra pixels. I don't want my next-gen games to look just like today's games but with higher resolution :(
Coupled with the new G-Sync and it might actually be usable.
Just need a 7" 4K OLED display....
i7-2600K-4.5Ghz/Corsair H100i/8GB/GTX780SC-SLI/Win7-64/1200W-PSU/Samsung 840-500GB SSD/Coolermaster-Tower/Benq 1080ST @ 100"