Oculus Rift HD prototype impressions
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Was that largely due to the resolution/screen door effect, or were there other factors at play?
Was that largely due to the resolution/screen door effect, or were there other factors at play?

#31
Posted 07/26/2013 10:17 AM   
Resolution is definitely a problem on Dev Kit, because it makes distance shots nearly impossible. There is also the problem of 'smear', which is what looks like motion blur whenever you move your head. So when anything makes me pan around, it all goes smudged, then sharpens up. Makes it pretty hard to play. From the Michael Abrash article referenced in a different thread, that smearing has to do with our eyes panning across the surface of the screen, and seeing the same pixels across multiple retinal cones. That is going to be a pretty hard problem to solve as well, but getting 240Hz screens would help. Did you happen to notice if the HD kit has smudging? I would expect it would, running at 60Hz. I didn't notice this when I first used the Rift though, it might be part of the acclimation where you start to see it. In Tuscany it's not a big deal, but when you're fighting Combine it's a real problem.
Resolution is definitely a problem on Dev Kit, because it makes distance shots nearly impossible.

There is also the problem of 'smear', which is what looks like motion blur whenever you move your head. So when anything makes me pan around, it all goes smudged, then sharpens up. Makes it pretty hard to play.

From the Michael Abrash article referenced in a different thread, that smearing has to do with our eyes panning across the surface of the screen, and seeing the same pixels across multiple retinal cones. That is going to be a pretty hard problem to solve as well, but getting 240Hz screens would help.


Did you happen to notice if the HD kit has smudging? I would expect it would, running at 60Hz. I didn't notice this when I first used the Rift though, it might be part of the acclimation where you start to see it. In Tuscany it's not a big deal, but when you're fighting Combine it's a real problem.

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#32
Posted 07/26/2013 11:43 AM   
It definitely did, it was fairly significant. Probably the biggest issue with it. Though I spoke to someone who saw a different (newer) version of the prototype, with a new screen that apparently improves it. I spoke to the Oculus guys as well, and they said they're looking into screens with higher response times.
It definitely did, it was fairly significant. Probably the biggest issue with it. Though I spoke to someone who saw a different (newer) version of the prototype, with a new screen that apparently improves it. I spoke to the Oculus guys as well, and they said they're looking into screens with higher response times.

#33
Posted 07/26/2013 02:09 PM   
I actually think Bo3b was right, in an earlier post. He said 1080p oculus rift would be worse then 720p. I didnt think so because I just figured screen size cut in half over field of view. Which is probably close to "720P" on a standard field of view display. I forgot to account that rift doesnt use the full screen. If you watch a video of the rift on a monitor or take out the lenses you can see that the rift only use's like 1/2 of the screen combined with that its cut in 1/2 then you have to keep in mind it uses a large field of vision. Like 1280x800 is the resolution on dev kit but you are using around 1/4 that resolution per eye. 720P is 1/3 of 1080P. Results of 1080P rift would be 1/4 per eye over a very large field of vision. Im curious of what they plan to do with HD/Consumer version but if its just 1080P. I dunno it doesnt sound like enough. Even ignoring the screendoor effect. Downgrading from 720P to something that appears like 550-650P would kind of suck.
I actually think Bo3b was right, in an earlier post. He said 1080p oculus rift would be worse then 720p. I didnt think so because I just figured screen size cut in half over field of view. Which is probably close to "720P" on a standard field of view display. I forgot to account that rift doesnt use the full screen.
If you watch a video of the rift on a monitor or take out the lenses you can see that the rift only use's like 1/2 of the screen combined with that its cut in 1/2 then you have to keep in mind it uses a large field of vision. Like 1280x800 is the resolution on dev kit but you are using around 1/4 that resolution per eye. 720P is 1/3 of 1080P. Results of 1080P rift would be 1/4 per eye over a very large field of vision.

Im curious of what they plan to do with HD/Consumer version but if its just 1080P. I dunno it doesnt sound like enough. Even ignoring the screendoor effect. Downgrading from 720P to something that appears like 550-650P would kind of suck.

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#34
Posted 07/26/2013 11:00 PM   
Interesting video from a guy doing a direct comparison between 3D Vision Surround, and a Rift, using F1 racing game. [url]http://www.youtube.com/watch?v=Tfq1BurGTzk&feature=player_embedded[/url] Video is a little long, but the short story is that he prefers 3D Vision Surround because of the smearing problem. He talks about it as latency, but it's pretty clear the problem is smearing, and it makes it very hard to drive.
Interesting video from a guy doing a direct comparison between 3D Vision Surround, and a Rift, using F1 racing game.

;feature=player_embedded" rel="nofollow" target = "_blank">;feature=player_embedded

Video is a little long, but the short story is that he prefers 3D Vision Surround because of the smearing problem. He talks about it as latency, but it's pretty clear the problem is smearing, and it makes it very hard to drive.

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#35
Posted 07/27/2013 05:37 AM   
Well, they did seem very aware of the smearing issue when I spoke to them. Hopefully it's something they'll resolve before launch, or at least significantly improve.
Well, they did seem very aware of the smearing issue when I spoke to them. Hopefully it's something they'll resolve before launch, or at least significantly improve.

#36
Posted 07/27/2013 05:46 AM   
Yeah, they seem to be taking them in a reasonable order. The latency was first, resolution is next, and smearing comes later. I give the Oculus team full credit for knowing what they are doing and focusing. It'll be hard, and maybe unsolvable (240Hz) for the consumer version, but they definitely know more about it than anyone. Their focus is slightly different though. They like and look at the games that are being ported to Rift, but their real focus is on achieving new games/experiences that are actually VR. That is one reason the 3D seems less than we are accustomed to, because they are focusing upon it being [i]real[/i], not gamified. That's why they make an effort to make you the right height in Tuscany, and have everything right sized.
Yeah, they seem to be taking them in a reasonable order. The latency was first, resolution is next, and smearing comes later. I give the Oculus team full credit for knowing what they are doing and focusing. It'll be hard, and maybe unsolvable (240Hz) for the consumer version, but they definitely know more about it than anyone.

Their focus is slightly different though. They like and look at the games that are being ported to Rift, but their real focus is on achieving new games/experiences that are actually VR.

That is one reason the 3D seems less than we are accustomed to, because they are focusing upon it being real, not gamified. That's why they make an effort to make you the right height in Tuscany, and have everything right sized.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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#37
Posted 07/27/2013 05:53 AM   
a few tidbits from an interview with the CEO: “We don’t want to announce any dates because frankly we just don’t know when it’s going to be really ready for the consumer market where everything is tied together – you have the form factor, HD, motion blur eliminated..." But most importantly: "This is one year in, right? Imagine where we go in the next eight to ten years. It’s going to accelerate so quickly, with the resolution, positional tracking, hand tracking – you should be able to be in there and see your hand without any latency in the future" [url]http://www.edge-online.com/news/oculus-rift-aiming-for-2014-release-consoles-not-a-focus-but-mobile/[/url] We have to be very mindful we're comparing a technology in it's bare infancy that's not even released with 10 year old technology. I don't care much with the current state of the technology, even though it looks decent as it is, it's the potential that's outstanding, where 3d vision has basically achieved it's peak as it is.
a few tidbits from an interview with the CEO:

“We don’t want to announce any dates because frankly we just don’t know when it’s going to be really ready for the consumer market where everything is tied together – you have the form factor, HD, motion blur eliminated..."

But most importantly:

"This is one year in, right? Imagine where we go in the next eight to ten years. It’s going to accelerate so quickly, with the resolution, positional tracking, hand tracking – you should be able to be in there and see your hand without any latency in the future"

http://www.edge-online.com/news/oculus-rift-aiming-for-2014-release-consoles-not-a-focus-but-mobile/

We have to be very mindful we're comparing a technology in it's bare infancy that's not even released with 10 year old technology. I don't care much with the current state of the technology, even though it looks decent as it is, it's the potential that's outstanding, where 3d vision has basically achieved it's peak as it is.

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#38
Posted 07/27/2013 10:41 AM   
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