[url]http://3dvision-blog.com/8873-my-first-impressions-from-the-oculus-rift-development-kit/[/url]
If you are interested in the Oculus Rift he's definitely the man to listen to. Hands down the most tech experienced of 3d vision users. I hope he get's back to me about my comments but regardless it answers a lot of questions.
If you are interested in the Oculus Rift he's definitely the man to listen to. Hands down the most tech experienced of 3d vision users. I hope he get's back to me about my comments but regardless it answers a lot of questions.
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
Seems like the asking price is quite a bit considering its current state. The resolution must be a major drawback given the distance your eyes are from the 'screen'. Either way I hope it takes off, but if or not it will be adopted and actually have games developed to work with it remains to be seen.
Seems like the asking price is quite a bit considering its current state. The resolution must be a major drawback given the distance your eyes are from the 'screen'. Either way I hope it takes off, but if or not it will be adopted and actually have games developed to work with it remains to be seen.
[quote="eqzitara"][url]http://3dvision-blog.com/8873-my-first-impressions-from-the-oculus-rift-development-kit/[/url]
If you are interested in the Oculus Rift he's definitely the man to listen to. Hands down the most tech experienced of 3d vision users. I hope he get's back to me about my comments but regardless it answers a lot of questions.[/quote]
The blog mentions motion blur experienced when turning head but not so much when moving mouse / keyboard. The suggestion is that this has something to do with the display's pixel response times, but I think you'll find its an inherant problem associated with head mounted displays and where your eyes are tracking objects.
Similar issues with chroma abberation which the blog attributes to the lenses are also described as an inherant issue with head mounted displays and tracking objects.
Michael Abrash has his own blog about these issues and mentions the Rift. Its an interesting read and illustrates the whole concept has many hurdles to clear and we are at the very beginning.
Here's the link
[url]http://www.roadtovr.com/tag/michael-abrash[/url]
If you are interested in the Oculus Rift he's definitely the man to listen to. Hands down the most tech experienced of 3d vision users. I hope he get's back to me about my comments but regardless it answers a lot of questions.
The blog mentions motion blur experienced when turning head but not so much when moving mouse / keyboard. The suggestion is that this has something to do with the display's pixel response times, but I think you'll find its an inherant problem associated with head mounted displays and where your eyes are tracking objects.
Similar issues with chroma abberation which the blog attributes to the lenses are also described as an inherant issue with head mounted displays and tracking objects.
Michael Abrash has his own blog about these issues and mentions the Rift. Its an interesting read and illustrates the whole concept has many hurdles to clear and we are at the very beginning.
Before I begin, if you are a VR guy more then a 3D guy ignore what I say and just buy. This is gonna sound like a rant, but its a warning. To some people really hyped for the Rift, the money is a lot. Not to mention that everytime I hear of a big game not being supported I hear the words "oculus rift". So I just want to say my 2 cents....This is long winded.
Im just saying my opinion now because there are so many people thinking its gonna be the next 3d vision/tridef. I think it will be awesome for games developed with it but it will be humongous undertaking. A developer has to be truly inspired by VR. It maybe profitable for indie games "designed" for it though. Besides games where developer gives source code and a truly amazing programmer dedicates a portion of his life to getting it right. I dont think we will see many games. I mean games will definitely be awesome when they are playable on it. If I can play 1-2 games per season (of undetermined age) I consider that a win.
My personal opinion on third party renderers
[Depth buffer is gonna be the only solution in large scale as a third party renderer on the Rift. If thats Vorpx(havent seen content) or someone else I can't say. But its not gonna be an two seperate camera viewpoint S3D renderer like 3D vision. If wide FOV/VR on the consumer version will make up for depth buffers downfalls? Whose to say. But tbh games ment for Rift like First Person with minimal blurring "could" be awesome
I just doubt a real S3D renderer will take over. I mean there might be some people who try and get something good going for VR. But at the depth/convergence levels we are used to it won't cut it. Seriously imagine Half Life 2 in VR. Distant background registers at screen depth same with water reflections, Gun depth is off, etc. Thats not gonna be playable at same settings we are used to. Combine that with headtracking + wide fov and good depth/convergence and you will feel sick. A renderer for the rift would have to be "superior" to 3d vision to even be playable. I mean it may be possible for a renderer to do a feature like Tridef (I really dislike it because you dont know what it does). Where it disables any effect that doesn't renderer well in 3D. And you look at a river bank and say hey shouldn't there be water here?]
Could be wrong but its my opinion. Im still excited for it and getting both Developer/Consumer. I really don't know how a depth buffer renderer will play out on it yet. Could be the greatest experience ever*Shrug*... Hell it may be only choice we are given with amount of support we been getting, I mean we been straight up relying on Helix and a bit of community.
All I'm saying is its cool to be excited for it, just don't be excited for it for the wrong reasons. Wait for 3D vision users feedback on Depth buffer before jumping the gun. Im not discrediting the posibility of depth buffer + vr being amazing. I'm just saying its a huge unknown because that's the only way games are gonna be compatibile in a large scale for the Rift.
Before I begin, if you are a VR guy more then a 3D guy ignore what I say and just buy. This is gonna sound like a rant, but its a warning. To some people really hyped for the Rift, the money is a lot. Not to mention that everytime I hear of a big game not being supported I hear the words "oculus rift". So I just want to say my 2 cents....This is long winded.
Im just saying my opinion now because there are so many people thinking its gonna be the next 3d vision/tridef. I think it will be awesome for games developed with it but it will be humongous undertaking. A developer has to be truly inspired by VR. It maybe profitable for indie games "designed" for it though. Besides games where developer gives source code and a truly amazing programmer dedicates a portion of his life to getting it right. I dont think we will see many games. I mean games will definitely be awesome when they are playable on it. If I can play 1-2 games per season (of undetermined age) I consider that a win.
My personal opinion on third party renderers
[Depth buffer is gonna be the only solution in large scale as a third party renderer on the Rift. If thats Vorpx(havent seen content) or someone else I can't say. But its not gonna be an two seperate camera viewpoint S3D renderer like 3D vision. If wide FOV/VR on the consumer version will make up for depth buffers downfalls? Whose to say. But tbh games ment for Rift like First Person with minimal blurring "could" be awesome
I just doubt a real S3D renderer will take over. I mean there might be some people who try and get something good going for VR. But at the depth/convergence levels we are used to it won't cut it. Seriously imagine Half Life 2 in VR. Distant background registers at screen depth same with water reflections, Gun depth is off, etc. Thats not gonna be playable at same settings we are used to. Combine that with headtracking + wide fov and good depth/convergence and you will feel sick. A renderer for the rift would have to be "superior" to 3d vision to even be playable. I mean it may be possible for a renderer to do a feature like Tridef (I really dislike it because you dont know what it does). Where it disables any effect that doesn't renderer well in 3D. And you look at a river bank and say hey shouldn't there be water here?]
Could be wrong but its my opinion. Im still excited for it and getting both Developer/Consumer. I really don't know how a depth buffer renderer will play out on it yet. Could be the greatest experience ever*Shrug*... Hell it may be only choice we are given with amount of support we been getting, I mean we been straight up relying on Helix and a bit of community.
All I'm saying is its cool to be excited for it, just don't be excited for it for the wrong reasons. Wait for 3D vision users feedback on Depth buffer before jumping the gun. Im not discrediting the posibility of depth buffer + vr being amazing. I'm just saying its a huge unknown because that's the only way games are gonna be compatibile in a large scale for the Rift.
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
Yup I'm cautiously optimistic about it, it is only a base unit right now so I imagine that the consumer model will have better screens with a larger FOV. the lack of depth is a bit disappointing, but I guess because it's interpreting the vid card output there are limits. i saw a video with some guys playing TF2 on it and it has a breakout box that I guess is doing the work.
Yup I'm cautiously optimistic about it, it is only a base unit right now so I imagine that the consumer model will have better screens with a larger FOV. the lack of depth is a bit disappointing, but I guess because it's interpreting the vid card output there are limits. i saw a video with some guys playing TF2 on it and it has a breakout box that I guess is doing the work.
That said, there was about a dozen times today playing FF that I wished I could keep shooting in one direction while looking over my shoulder to see if anything was coming.
That said, there was about a dozen times today playing FF that I wished I could keep shooting in one direction while looking over my shoulder to see if anything was coming.
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
[quote="BazzaLB"]The blog mentions motion blur experienced when turning head but not so much when moving mouse / keyboard. The suggestion is that this has something to do with the display's pixel response times, but I think you'll find its an inherant problem associated with head mounted displays and where your eyes are tracking objects.[/quote]
When I read that part on the blog I immediately thought if it was pixel response time wouldn't it hold true with M&K also? It could have to do with the head tracking, either the sensors themselves or maybe they're throwing some sort of 'smoothing' in there. If it's one thing I noticed messing around with GlovePIE (WiiRemote) and 3D Vision, it's that 'shakiness' is very bad in stereoscopic 3D ... nausea inducing in Dishonored which I've been playing fine for weeks with a 360 controller. :D
BazzaLB said:The blog mentions motion blur experienced when turning head but not so much when moving mouse / keyboard. The suggestion is that this has something to do with the display's pixel response times, but I think you'll find its an inherant problem associated with head mounted displays and where your eyes are tracking objects.
When I read that part on the blog I immediately thought if it was pixel response time wouldn't it hold true with M&K also? It could have to do with the head tracking, either the sensors themselves or maybe they're throwing some sort of 'smoothing' in there. If it's one thing I noticed messing around with GlovePIE (WiiRemote) and 3D Vision, it's that 'shakiness' is very bad in stereoscopic 3D ... nausea inducing in Dishonored which I've been playing fine for weeks with a 360 controller. :D
If you are interested in the Oculus Rift he's definitely the man to listen to. Hands down the most tech experienced of 3d vision users. I hope he get's back to me about my comments but regardless it answers a lot of questions.
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
The blog mentions motion blur experienced when turning head but not so much when moving mouse / keyboard. The suggestion is that this has something to do with the display's pixel response times, but I think you'll find its an inherant problem associated with head mounted displays and where your eyes are tracking objects.
Similar issues with chroma abberation which the blog attributes to the lenses are also described as an inherant issue with head mounted displays and tracking objects.
Michael Abrash has his own blog about these issues and mentions the Rift. Its an interesting read and illustrates the whole concept has many hurdles to clear and we are at the very beginning.
Here's the link
http://www.roadtovr.com/tag/michael-abrash
Im just saying my opinion now because there are so many people thinking its gonna be the next 3d vision/tridef. I think it will be awesome for games developed with it but it will be humongous undertaking. A developer has to be truly inspired by VR. It maybe profitable for indie games "designed" for it though. Besides games where developer gives source code and a truly amazing programmer dedicates a portion of his life to getting it right. I dont think we will see many games. I mean games will definitely be awesome when they are playable on it. If I can play 1-2 games per season (of undetermined age) I consider that a win.
My personal opinion on third party renderers
[Depth buffer is gonna be the only solution in large scale as a third party renderer on the Rift. If thats Vorpx(havent seen content) or someone else I can't say. But its not gonna be an two seperate camera viewpoint S3D renderer like 3D vision. If wide FOV/VR on the consumer version will make up for depth buffers downfalls? Whose to say. But tbh games ment for Rift like First Person with minimal blurring "could" be awesome
I just doubt a real S3D renderer will take over. I mean there might be some people who try and get something good going for VR. But at the depth/convergence levels we are used to it won't cut it. Seriously imagine Half Life 2 in VR. Distant background registers at screen depth same with water reflections, Gun depth is off, etc. Thats not gonna be playable at same settings we are used to. Combine that with headtracking + wide fov and good depth/convergence and you will feel sick. A renderer for the rift would have to be "superior" to 3d vision to even be playable. I mean it may be possible for a renderer to do a feature like Tridef (I really dislike it because you dont know what it does). Where it disables any effect that doesn't renderer well in 3D. And you look at a river bank and say hey shouldn't there be water here?]
Could be wrong but its my opinion. Im still excited for it and getting both Developer/Consumer. I really don't know how a depth buffer renderer will play out on it yet. Could be the greatest experience ever*Shrug*... Hell it may be only choice we are given with amount of support we been getting, I mean we been straight up relying on Helix and a bit of community.
All I'm saying is its cool to be excited for it, just don't be excited for it for the wrong reasons. Wait for 3D vision users feedback on Depth buffer before jumping the gun. Im not discrediting the posibility of depth buffer + vr being amazing. I'm just saying its a huge unknown because that's the only way games are gonna be compatibile in a large scale for the Rift.
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
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
When I read that part on the blog I immediately thought if it was pixel response time wouldn't it hold true with M&K also? It could have to do with the head tracking, either the sensors themselves or maybe they're throwing some sort of 'smoothing' in there. If it's one thing I noticed messing around with GlovePIE (WiiRemote) and 3D Vision, it's that 'shakiness' is very bad in stereoscopic 3D ... nausea inducing in Dishonored which I've been playing fine for weeks with a 360 controller. :D
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