I don't really agree with it. Maybe from a mainstream POV, but I've yet to play a single Slighty Mad Studios racing game with physics I haven't hated.
I'm hoping CARS is better since the content is fantastic, but I'm not optimistic. I also know there's no way I can possibly run that game on my GPU in VR. Where as Live for Speed and iRacing should be easy. And Assetto Corsa shouldn't be an issue with a couple settings tweaks.
I don't really agree with it. Maybe from a mainstream POV, but I've yet to play a single Slighty Mad Studios racing game with physics I haven't hated.
I'm hoping CARS is better since the content is fantastic, but I'm not optimistic. I also know there's no way I can possibly run that game on my GPU in VR. Where as Live for Speed and iRacing should be easy. And Assetto Corsa shouldn't be an issue with a couple settings tweaks.
[quote="Zappologist"]Bo3b,
I've never tried the Rift, but I would bet the excitement comes from not having experienced Nvidia's proper 3D Vision (depth + convergence, and the almost mandatory community patches).
[/quote]
I play 3D vision since 6 years, and I've got a Rift DK1 (DK2 incoming). And I was VERY excited with my Rift (as I am today, waiting for the DK2). People have to understand that 3D depth and convergence on the Rift has not to be as high as with 3Dvision. And the immersion is 100 times better. The Rift is not just another 3d screen.
Tbh, we can't compare a VR ready game with a 3Dvision ready game: it's like [b]watching[/b] a 3D movie, and [b]being[/b] in the movie. With 3D vision, you are a spectator near the action; with VR, you are the hero inside the action.
Zappologist said:Bo3b,
I've never tried the Rift, but I would bet the excitement comes from not having experienced Nvidia's proper 3D Vision (depth + convergence, and the almost mandatory community patches).
I play 3D vision since 6 years, and I've got a Rift DK1 (DK2 incoming). And I was VERY excited with my Rift (as I am today, waiting for the DK2). People have to understand that 3D depth and convergence on the Rift has not to be as high as with 3Dvision. And the immersion is 100 times better. The Rift is not just another 3d screen.
Tbh, we can't compare a VR ready game with a 3Dvision ready game: it's like watching a 3D movie, and being in the movie. With 3D vision, you are a spectator near the action; with VR, you are the hero inside the action.
New version of Vorpx for DK2 looks really promising, they have added support for positional tracking to Skyrim, and also DX11 games now work with real 3d, apparently Bioshock Infinite works really well. They are also adding profiles ala 3d vision to make config easier.
https://www.youtube.com/watch?v=PE7Icj0PO-4
http://www.roadtovr.com/vorpx-update-oculus-rift-dk2-positional-trackin-support-skyrim-video/
New version of Vorpx for DK2 looks really promising, they have added support for positional tracking to Skyrim, and also DX11 games now work with real 3d, apparently Bioshock Infinite works really well. They are also adding profiles ala 3d vision to make config easier.
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
Thank you Laast for your comments. I've never tried VR so I will not challenge that :-)
But as the buzz and excitement rises around VR, I'm starting to discover things and have more questions about this in general, as a 3D gamer:
1. Immersion is nice and fine, but can VR also be simply a 3D display? I don't need to get "immersed" in every type of game, some games I just want to be the puppeteer, like the AssCreed games, strategy titles, Diablo, Original Sin etc. A side question on this topic would be the ability to disable head traking, but I guess this goes without saying.
2. Does VR allow for changing convergence and depth? I think this is mandatory for me. I don't always want to keep the "real-world" stereovision proportions, it depends on the game I play.
3. Performance. I've been shocked to discover lately that the Rift does not play well with multi-GPUs setups. Everyone here on this forums agree that SLI is pretty much mandatory for 3D Vision. Is VR less GPU demanding, or differently optimised, as to make this point moot? Because otherwise, I see a lot of issues already, if we have to trade off performance for immersion. I cannot get properly immersed if the game is laggy or I have to turn down video quality.
4. How the heck am I gonna play the games if I cannot see the keyboard. At a minimum, a little front camera showing me my surroundings at a press of a button (I will bind it to spacebar) would be mandatory, I think. or some other form of controller, with the same precision and comfort as k+m, but that can work for all game types.
But again, I'm speaking as someone who has never tried VR. I'm not a hater, I will most likely be an early adopter of a consumer version Rift.
It's an extremely fascinating subject. I'm sure it will monopolise all 3D posts activity here, when it hits the market as a comercially friendly product (well, assuming Nvidia does at least teh same level of support as for 3D Vision, otherwise the disscussions will probably happen on different forums LOL)
Sorry for the rant guys, that's probably for another post entirely.
Thank you Laast for your comments. I've never tried VR so I will not challenge that :-)
But as the buzz and excitement rises around VR, I'm starting to discover things and have more questions about this in general, as a 3D gamer:
1. Immersion is nice and fine, but can VR also be simply a 3D display? I don't need to get "immersed" in every type of game, some games I just want to be the puppeteer, like the AssCreed games, strategy titles, Diablo, Original Sin etc. A side question on this topic would be the ability to disable head traking, but I guess this goes without saying.
2. Does VR allow for changing convergence and depth? I think this is mandatory for me. I don't always want to keep the "real-world" stereovision proportions, it depends on the game I play.
3. Performance. I've been shocked to discover lately that the Rift does not play well with multi-GPUs setups. Everyone here on this forums agree that SLI is pretty much mandatory for 3D Vision. Is VR less GPU demanding, or differently optimised, as to make this point moot? Because otherwise, I see a lot of issues already, if we have to trade off performance for immersion. I cannot get properly immersed if the game is laggy or I have to turn down video quality.
4. How the heck am I gonna play the games if I cannot see the keyboard. At a minimum, a little front camera showing me my surroundings at a press of a button (I will bind it to spacebar) would be mandatory, I think. or some other form of controller, with the same precision and comfort as k+m, but that can work for all game types.
But again, I'm speaking as someone who has never tried VR. I'm not a hater, I will most likely be an early adopter of a consumer version Rift.
It's an extremely fascinating subject. I'm sure it will monopolise all 3D posts activity here, when it hits the market as a comercially friendly product (well, assuming Nvidia does at least teh same level of support as for 3D Vision, otherwise the disscussions will probably happen on different forums LOL)
Sorry for the rant guys, that's probably for another post entirely.
Your post sounded like the questions any discerning consumer should be asking, if you ask me.
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="Zappologist"]Thank you Laast for your comments. I've never tried VR so I will not challenge that :-)
But as the buzz and excitement rises around VR, I'm starting to discover things and have more questions about this in general, as a 3D gamer:
1. Immersion is nice and fine, but can VR also be simply a 3D display? I don't need to get "immersed" in every type of game, some games I just want to be the puppeteer, like the AssCreed games, strategy titles, Diablo, Original Sin etc. A side question on this topic would be the ability to disable head traking, but I guess this goes without saying.
2. Does VR allow for changing convergence and depth? I think this is mandatory for me. I don't always want to keep the "real-world" stereovision proportions, it depends on the game I play.
3. Performance. I've been shocked to discover lately that the Rift does not play well with multi-GPUs setups. Everyone here on this forums agree that SLI is pretty much mandatory for 3D Vision. Is VR less GPU demanding, or differently optimised, as to make this point moot? Because otherwise, I see a lot of issues already, if we have to trade off performance for immersion. I cannot get properly immersed if the game is laggy or I have to turn down video quality.
4. How the heck am I gonna play the games if I cannot see the keyboard. At a minimum, a little front camera showing me my surroundings at a press of a button (I will bind it to spacebar) would be mandatory, I think. or some other form of controller, with the same precision and comfort as k+m, but that can work for all game types.
But again, I'm speaking as someone who has never tried VR. I'm not a hater, I will most likely be an early adopter of a consumer version Rift.
It's an extremely fascinating subject. I'm sure it will monopolise all 3D posts activity here, when it hits the market as a comercially friendly product (well, assuming Nvidia does at least teh same level of support as for 3D Vision, otherwise the disscussions will probably happen on different forums LOL)
Sorry for the rant guys, that's probably for another post entirely.[/quote]
I really wouldn't count on 2 happening. They make a very big deal about choosing the proper FOV in the Oculus Best Practices Handbook. So unless a modder can come up with a program that addresses this, don't expect Oculus to ever allow it (or encourage developers to allow it).
As for #4, I don't think VR is going to be best with keyboard anyways. Hopefully Lucky gets his way and they can ship with a default control scheme included. Controllers and keyboard are not how VR games should be played. But if you insist, and you know how to properly type, it's not that difficult. They always place little nubs on the home keys (F, J) where your index fingers go. So if you've been properly trained, you just need for your index fingers to locate the nubs and you're good to go (assuming you don't look at your keys to begin with).
Zappologist said:Thank you Laast for your comments. I've never tried VR so I will not challenge that :-)
But as the buzz and excitement rises around VR, I'm starting to discover things and have more questions about this in general, as a 3D gamer:
1. Immersion is nice and fine, but can VR also be simply a 3D display? I don't need to get "immersed" in every type of game, some games I just want to be the puppeteer, like the AssCreed games, strategy titles, Diablo, Original Sin etc. A side question on this topic would be the ability to disable head traking, but I guess this goes without saying.
2. Does VR allow for changing convergence and depth? I think this is mandatory for me. I don't always want to keep the "real-world" stereovision proportions, it depends on the game I play.
3. Performance. I've been shocked to discover lately that the Rift does not play well with multi-GPUs setups. Everyone here on this forums agree that SLI is pretty much mandatory for 3D Vision. Is VR less GPU demanding, or differently optimised, as to make this point moot? Because otherwise, I see a lot of issues already, if we have to trade off performance for immersion. I cannot get properly immersed if the game is laggy or I have to turn down video quality.
4. How the heck am I gonna play the games if I cannot see the keyboard. At a minimum, a little front camera showing me my surroundings at a press of a button (I will bind it to spacebar) would be mandatory, I think. or some other form of controller, with the same precision and comfort as k+m, but that can work for all game types.
But again, I'm speaking as someone who has never tried VR. I'm not a hater, I will most likely be an early adopter of a consumer version Rift.
It's an extremely fascinating subject. I'm sure it will monopolise all 3D posts activity here, when it hits the market as a comercially friendly product (well, assuming Nvidia does at least teh same level of support as for 3D Vision, otherwise the disscussions will probably happen on different forums LOL)
Sorry for the rant guys, that's probably for another post entirely.
I really wouldn't count on 2 happening. They make a very big deal about choosing the proper FOV in the Oculus Best Practices Handbook. So unless a modder can come up with a program that addresses this, don't expect Oculus to ever allow it (or encourage developers to allow it).
As for #4, I don't think VR is going to be best with keyboard anyways. Hopefully Lucky gets his way and they can ship with a default control scheme included. Controllers and keyboard are not how VR games should be played. But if you insist, and you know how to properly type, it's not that difficult. They always place little nubs on the home keys (F, J) where your index fingers go. So if you've been properly trained, you just need for your index fingers to locate the nubs and you're good to go (assuming you don't look at your keys to begin with).
1. Technically yes. However right now it looks like crap compared to a 1080p 3d screen. That will likely improve, but even the DK2 isn't even close to a full 1080p per eye. Even if it was 1080p per eye though, you're still stretching it over a much larger FOV, which degrades the image quality.
2. I believe this is up to the developer. None of the demos I played on the DK1 allowed for it AFAIK, however it felt pretty well adjusted to me, so I didn't feel the need.
4. Controller is really the best option. If you're going to be turning your head around, keeping your hands on the kb/mouse becomes impractical.
1. Technically yes. However right now it looks like crap compared to a 1080p 3d screen. That will likely improve, but even the DK2 isn't even close to a full 1080p per eye. Even if it was 1080p per eye though, you're still stretching it over a much larger FOV, which degrades the image quality.
2. I believe this is up to the developer. None of the demos I played on the DK1 allowed for it AFAIK, however it felt pretty well adjusted to me, so I didn't feel the need.
4. Controller is really the best option. If you're going to be turning your head around, keeping your hands on the kb/mouse becomes impractical.
I'm pretty much fed up about companies telling me what the "proper" is to :
- hold a smartphone
- set the FOV in shooters
- use the Start menu
- set the default depth
and now whether or not I can toyfy my games. Jeez!
But I'm sure there's plenty of people who, like me, don't like being told how to use the things they buy, so hopefully either the Facebook/Oculus team will adopt an open design, or the VR community will come up with fixes.
Anyway, thanks for the input, that's two times in a row I've learned something about the Rift that shocked me.
But there is plenty of time until the CV so things can still change.
I'm pretty much fed up about companies telling me what the "proper" is to :
- hold a smartphone
- set the FOV in shooters
- use the Start menu
- set the default depth
and now whether or not I can toyfy my games. Jeez!
But I'm sure there's plenty of people who, like me, don't like being told how to use the things they buy, so hopefully either the Facebook/Oculus team will adopt an open design, or the VR community will come up with fixes.
Anyway, thanks for the input, that's two times in a row I've learned something about the Rift that shocked me.
But there is plenty of time until the CV so things can still change.
@Zappologist
1. I don't think so, it's not like Sony's HMZs that are a portable monitors, the OR requires it's own software to work. There are media players and game injectors that make it work with non-VR software, but that's it.
2. Not really,I haven't found a VR demo that allows to tweak depth/convergence. Tridef and Vorpx allow it iirc. The thing is that in VR scale is really important, I played Bioshock 2 with huge depth in 3d vision, but on VR too much depth is just wrong, I tried Bioshock with Vorpx and adjusted depth and convergence until it was realistic since it feels much better that way. However other games that are not first person would benefit with depth/convergence controls.
3. Performance is a huge issue in VR. Since it requires 75fps for low persistance, and the consumer version may even go to 90fps, and SLI doesn't work well with it, even rigs with i7s and 780 TI can have a hard time with intensive VR apps on higher settings. Carmack has developed something called time-warping, that supposedly helps a lot to get higher frame rates on lower hardware for VR, but at this point it's in very early stages.
4.Xbox 360 controller is almost a must. In my case I use a good old Ideazon Fang that's really helpful to map controls and recognise every key only by touch.
1. I don't think so, it's not like Sony's HMZs that are a portable monitors, the OR requires it's own software to work. There are media players and game injectors that make it work with non-VR software, but that's it.
2. Not really,I haven't found a VR demo that allows to tweak depth/convergence. Tridef and Vorpx allow it iirc. The thing is that in VR scale is really important, I played Bioshock 2 with huge depth in 3d vision, but on VR too much depth is just wrong, I tried Bioshock with Vorpx and adjusted depth and convergence until it was realistic since it feels much better that way. However other games that are not first person would benefit with depth/convergence controls.
3. Performance is a huge issue in VR. Since it requires 75fps for low persistance, and the consumer version may even go to 90fps, and SLI doesn't work well with it, even rigs with i7s and 780 TI can have a hard time with intensive VR apps on higher settings. Carmack has developed something called time-warping, that supposedly helps a lot to get higher frame rates on lower hardware for VR, but at this point it's in very early stages.
4.Xbox 360 controller is almost a must. In my case I use a good old Ideazon Fang that's really helpful to map controls and recognise every key only by touch.
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="birthright"]@Zappologist
2. Not really,I haven't found a VR demo that allows to tweak depth/convergence. Tridef and Vorpx allow it iirc. The thing is that in VR scale is really important, I played Bioshock 2 with huge depth in 3d vision, but on VR too much depth is just wrong, I tried Bioshock with Vorpx and adjusted depth and convergence until it was realistic since it feels much better that way. However other games that are not first person would benefit with depth/convergence controls. [/quote]
Good point. Toyification is mostly done in 3rd person type of games. I don't think there's anything wrong with a level turning into a toyfield under these conditions. I wouldn't be surprised if something like Lucky's Tale had toyification.
The Handbook seems to be talking mostly about first person type games. Where if you're in the game, it makes sense to lock the scale so it makes sense.
An example would be Radial G. With 3D Vision, I had it set to maximum depth and then cranked the convergence until my cockpit fused into one (without glasses). I then dialed back a couple clicks. It was a much higher convergence than DK2, but whereas DK2 looked like I was in the cockpit, my 3D Vision settings had the cockpit being much smaller and toylike. This obviously gave the entire world more depth to it, but the DK2 settings still have very good 3D depth and honestly, was the slightly more enjoyable way to play.
2. Not really,I haven't found a VR demo that allows to tweak depth/convergence. Tridef and Vorpx allow it iirc. The thing is that in VR scale is really important, I played Bioshock 2 with huge depth in 3d vision, but on VR too much depth is just wrong, I tried Bioshock with Vorpx and adjusted depth and convergence until it was realistic since it feels much better that way. However other games that are not first person would benefit with depth/convergence controls.
Good point. Toyification is mostly done in 3rd person type of games. I don't think there's anything wrong with a level turning into a toyfield under these conditions. I wouldn't be surprised if something like Lucky's Tale had toyification.
The Handbook seems to be talking mostly about first person type games. Where if you're in the game, it makes sense to lock the scale so it makes sense.
An example would be Radial G. With 3D Vision, I had it set to maximum depth and then cranked the convergence until my cockpit fused into one (without glasses). I then dialed back a couple clicks. It was a much higher convergence than DK2, but whereas DK2 looked like I was in the cockpit, my 3D Vision settings had the cockpit being much smaller and toylike. This obviously gave the entire world more depth to it, but the DK2 settings still have very good 3D depth and honestly, was the slightly more enjoyable way to play.
In my opinion the entire Idea behind 3d vision and other 3D technologies is more about providing depth to the games or videos. I never looked at is as about immersion.
VR is more about immersion and representing a Virtual environment in as close to real world as we can get. The big thing is the one to one translation of motion, and thus similar in the 3D view that it posses.
I personally don't expect to get the depth as I get with my 3D vision setup, I was hoping to get closer to a real world representation though.
Even with 3D vision I hardly use mouse and keyboard, either an XBOX 360 controller or my Razer Hydra Motion Controller.
there are are few startups working on controllers that would meld with VR
In my opinion the entire Idea behind 3d vision and other 3D technologies is more about providing depth to the games or videos. I never looked at is as about immersion.
VR is more about immersion and representing a Virtual environment in as close to real world as we can get. The big thing is the one to one translation of motion, and thus similar in the 3D view that it posses.
I personally don't expect to get the depth as I get with my 3D vision setup, I was hoping to get closer to a real world representation though.
Even with 3D vision I hardly use mouse and keyboard, either an XBOX 360 controller or my Razer Hydra Motion Controller.
there are are few startups working on controllers that would meld with VR
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just downloaded the beta drivers version 347.09 which is a "best gaming experience" for elite dangerous it shows 3D vision as not recommended but it does show 3D vision compatibility mode as "Excellent" so if compatibility mode doesn't bother you it may be worth giving it a try. I'm currently downloading it as I have a few friends that play it at work. I will post some 3D compatibility mode screen shots tomorrow.
just downloaded the beta drivers version 347.09 which is a "best gaming experience" for elite dangerous it shows 3D vision as not recommended but it does show 3D vision compatibility mode as "Excellent" so if compatibility mode doesn't bother you it may be worth giving it a try. I'm currently downloading it as I have a few friends that play it at work. I will post some 3D compatibility mode screen shots tomorrow.
[quote="msm903"]In my opinion the entire Idea behind 3d vision and other 3D technologies is more about providing depth to the games or videos. I never looked at is as about immersion.
VR is more about immersion and representing a Virtual environment in as close to real world as we can get. The big thing is the one to one translation of motion, and thus similar in the 3D view that it posses.
I personally don't expect to get the depth as I get with my 3D vision setup, I was hoping to get closer to a real world representation though.
Even with 3D vision I hardly use mouse and keyboard, either an XBOX 360 controller or my Razer Hydra Motion Controller.
there are are few startups working on controllers that would meld with VR[/quote]For me it is 100% about increased immersion via a holodeck-like experience. But in my estimation you can only really get that full effect, a window to another 'real, actual world right in front of me' look/feel if you use a large display, aka a fov that matches the Rift, or better.
msm903 said:In my opinion the entire Idea behind 3d vision and other 3D technologies is more about providing depth to the games or videos. I never looked at is as about immersion.
VR is more about immersion and representing a Virtual environment in as close to real world as we can get. The big thing is the one to one translation of motion, and thus similar in the 3D view that it posses.
I personally don't expect to get the depth as I get with my 3D vision setup, I was hoping to get closer to a real world representation though.
Even with 3D vision I hardly use mouse and keyboard, either an XBOX 360 controller or my Razer Hydra Motion Controller.
there are are few startups working on controllers that would meld with VR
For me it is 100% about increased immersion via a holodeck-like experience. But in my estimation you can only really get that full effect, a window to another 'real, actual world right in front of me' look/feel if you use a large display, aka a fov that matches the Rift, or better.
well 3D compatibility mode should be rated not-recommended there is almost zero depth and no convergence. you get more 3D effect with 5% convergence in regular 3D mode.
well 3D compatibility mode should be rated not-recommended there is almost zero depth and no convergence. you get more 3D effect with 5% convergence in regular 3D mode.
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I'm hoping CARS is better since the content is fantastic, but I'm not optimistic. I also know there's no way I can possibly run that game on my GPU in VR. Where as Live for Speed and iRacing should be easy. And Assetto Corsa shouldn't be an issue with a couple settings tweaks.
I play 3D vision since 6 years, and I've got a Rift DK1 (DK2 incoming). And I was VERY excited with my Rift (as I am today, waiting for the DK2). People have to understand that 3D depth and convergence on the Rift has not to be as high as with 3Dvision. And the immersion is 100 times better. The Rift is not just another 3d screen.
Tbh, we can't compare a VR ready game with a 3Dvision ready game: it's like watching a 3D movie, and being in the movie. With 3D vision, you are a spectator near the action; with VR, you are the hero inside the action.
http://www.roadtovr.com/vorpx-update-oculus-rift-dk2-positional-trackin-support-skyrim-video/
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
But as the buzz and excitement rises around VR, I'm starting to discover things and have more questions about this in general, as a 3D gamer:
1. Immersion is nice and fine, but can VR also be simply a 3D display? I don't need to get "immersed" in every type of game, some games I just want to be the puppeteer, like the AssCreed games, strategy titles, Diablo, Original Sin etc. A side question on this topic would be the ability to disable head traking, but I guess this goes without saying.
2. Does VR allow for changing convergence and depth? I think this is mandatory for me. I don't always want to keep the "real-world" stereovision proportions, it depends on the game I play.
3. Performance. I've been shocked to discover lately that the Rift does not play well with multi-GPUs setups. Everyone here on this forums agree that SLI is pretty much mandatory for 3D Vision. Is VR less GPU demanding, or differently optimised, as to make this point moot? Because otherwise, I see a lot of issues already, if we have to trade off performance for immersion. I cannot get properly immersed if the game is laggy or I have to turn down video quality.
4. How the heck am I gonna play the games if I cannot see the keyboard. At a minimum, a little front camera showing me my surroundings at a press of a button (I will bind it to spacebar) would be mandatory, I think. or some other form of controller, with the same precision and comfort as k+m, but that can work for all game types.
But again, I'm speaking as someone who has never tried VR. I'm not a hater, I will most likely be an early adopter of a consumer version Rift.
It's an extremely fascinating subject. I'm sure it will monopolise all 3D posts activity here, when it hits the market as a comercially friendly product (well, assuming Nvidia does at least teh same level of support as for 3D Vision, otherwise the disscussions will probably happen on different forums LOL)
Sorry for the rant guys, that's probably for another post entirely.
Your post sounded like the questions any discerning consumer should be asking, if you ask me.
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
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3dsolutionsgaming.com - videos, reviews and 3D fixes
I really wouldn't count on 2 happening. They make a very big deal about choosing the proper FOV in the Oculus Best Practices Handbook. So unless a modder can come up with a program that addresses this, don't expect Oculus to ever allow it (or encourage developers to allow it).
As for #4, I don't think VR is going to be best with keyboard anyways. Hopefully Lucky gets his way and they can ship with a default control scheme included. Controllers and keyboard are not how VR games should be played. But if you insist, and you know how to properly type, it's not that difficult. They always place little nubs on the home keys (F, J) where your index fingers go. So if you've been properly trained, you just need for your index fingers to locate the nubs and you're good to go (assuming you don't look at your keys to begin with).
2. I believe this is up to the developer. None of the demos I played on the DK1 allowed for it AFAIK, however it felt pretty well adjusted to me, so I didn't feel the need.
4. Controller is really the best option. If you're going to be turning your head around, keeping your hands on the kb/mouse becomes impractical.
- hold a smartphone
- set the FOV in shooters
- use the Start menu
- set the default depth
and now whether or not I can toyfy my games. Jeez!
But I'm sure there's plenty of people who, like me, don't like being told how to use the things they buy, so hopefully either the Facebook/Oculus team will adopt an open design, or the VR community will come up with fixes.
Anyway, thanks for the input, that's two times in a row I've learned something about the Rift that shocked me.
But there is plenty of time until the CV so things can still change.
1. I don't think so, it's not like Sony's HMZs that are a portable monitors, the OR requires it's own software to work. There are media players and game injectors that make it work with non-VR software, but that's it.
2. Not really,I haven't found a VR demo that allows to tweak depth/convergence. Tridef and Vorpx allow it iirc. The thing is that in VR scale is really important, I played Bioshock 2 with huge depth in 3d vision, but on VR too much depth is just wrong, I tried Bioshock with Vorpx and adjusted depth and convergence until it was realistic since it feels much better that way. However other games that are not first person would benefit with depth/convergence controls.
3. Performance is a huge issue in VR. Since it requires 75fps for low persistance, and the consumer version may even go to 90fps, and SLI doesn't work well with it, even rigs with i7s and 780 TI can have a hard time with intensive VR apps on higher settings. Carmack has developed something called time-warping, that supposedly helps a lot to get higher frame rates on lower hardware for VR, but at this point it's in very early stages.
4.Xbox 360 controller is almost a must. In my case I use a good old Ideazon Fang that's really helpful to map controls and recognise every key only by touch.
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Good point. Toyification is mostly done in 3rd person type of games. I don't think there's anything wrong with a level turning into a toyfield under these conditions. I wouldn't be surprised if something like Lucky's Tale had toyification.
The Handbook seems to be talking mostly about first person type games. Where if you're in the game, it makes sense to lock the scale so it makes sense.
An example would be Radial G. With 3D Vision, I had it set to maximum depth and then cranked the convergence until my cockpit fused into one (without glasses). I then dialed back a couple clicks. It was a much higher convergence than DK2, but whereas DK2 looked like I was in the cockpit, my 3D Vision settings had the cockpit being much smaller and toylike. This obviously gave the entire world more depth to it, but the DK2 settings still have very good 3D depth and honestly, was the slightly more enjoyable way to play.
VR is more about immersion and representing a Virtual environment in as close to real world as we can get. The big thing is the one to one translation of motion, and thus similar in the 3D view that it posses.
I personally don't expect to get the depth as I get with my 3D vision setup, I was hoping to get closer to a real world representation though.
Even with 3D vision I hardly use mouse and keyboard, either an XBOX 360 controller or my Razer Hydra Motion Controller.
there are are few startups working on controllers that would meld with VR
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