Thoughts on consumer version of oculus rift?
  7 / 15    
[quote="mike_ar69"]The main rave about the Vive was that you could walk around a room, which I would not give a crap about as I can't move 2ft in my house without tripping over something.[/quote]Lol. I know the feeling ... my living room looks like a Childcare, literally there walls and gates keeping the little monsters in playing with their toys and away from my equipment ... so I too could care less about walking around at this point. I've never had much money to burn so I'm definitely holding off until the dust settles but there's a a couple little things that bothered me about the Rift Kit. Personally I like things to be kept separate, TV(Monitor), Receiver, Speakers, Motherboard, Soundcard, GPU, etc. The less integrated stuff the better. First was the Xbox One controller being forced on us, I thought I read somewhere people were having issues with it not being as 'compatible' with games as the 360 controller and second was the integrated headphones. I don't know about you guys but I have a decent pair of cans and a 360 controller so to me this is all elevating the price for extra crap I don't want or need. I just hope it's less of a mess than 3D was/is but somehow that seems unlikely as just about everyone seems to be making their own headsets at the moment ... coupled with exclusives, multiple APIs, etc. Ugh ... it hasn't even really begun and I can't wait for the dust to settle.
mike_ar69 said:The main rave about the Vive was that you could walk around a room, which I would not give a crap about as I can't move 2ft in my house without tripping over something.
Lol. I know the feeling ... my living room looks like a Childcare, literally there walls and gates keeping the little monsters in playing with their toys and away from my equipment ... so I too could care less about walking around at this point.

I've never had much money to burn so I'm definitely holding off until the dust settles but there's a a couple little things that bothered me about the Rift Kit. Personally I like things to be kept separate, TV(Monitor), Receiver, Speakers, Motherboard, Soundcard, GPU, etc. The less integrated stuff the better.

First was the Xbox One controller being forced on us, I thought I read somewhere people were having issues with it not being as 'compatible' with games as the 360 controller and second was the integrated headphones. I don't know about you guys but I have a decent pair of cans and a 360 controller so to me this is all elevating the price for extra crap I don't want or need.

I just hope it's less of a mess than 3D was/is but somehow that seems unlikely as just about everyone seems to be making their own headsets at the moment ... coupled with exclusives, multiple APIs, etc. Ugh ... it hasn't even really begun and I can't wait for the dust to settle.
#91
Posted 01/09/2016 03:51 AM   
helifax I agree with you wholeheartedly. It has to be all about what is best for us as a community, which will translate it to being good for us each individually in the long run. It would be great if we could all decide on which one is for us, and we all buy that, and concentrate/prioritise our fixes for that platform; recommending newcomers onto that platform. Do you have any idea about how we might even try to hack 3D vision compatibility onto VR? I don't know if it's even possible. Has 3D Vision implementation been tried on DK1/DK2? For example, I doubt very much that nVidia will support the HMDs as 3D Vision ready, and I doubt we would be able to find an inf hack for them? They haven't even responded to our VR Direct compatibility petition here: https://forums.geforce.com/default/topic/776585/3d-vision/petition-please-allow-mod-support-for-vr-direct-3dmigoto-helixmod-/ VR Direct has been renamed to GameWorks VR, but there is no mention of 3D Vision. Is there any good news on this front?
helifax I agree with you wholeheartedly. It has to be all about what is best for us as a community, which will translate it to being good for us each individually in the long run. It would be great if we could all decide on which one is for us, and we all buy that, and concentrate/prioritise our fixes for that platform; recommending newcomers onto that platform.

Do you have any idea about how we might even try to hack 3D vision compatibility onto VR? I don't know if it's even possible. Has 3D Vision implementation been tried on DK1/DK2?


For example, I doubt very much that nVidia will support the HMDs as 3D Vision ready, and I doubt we would be able to find an inf hack for them?

They haven't even responded to our VR Direct compatibility petition here:
https://forums.geforce.com/default/topic/776585/3d-vision/petition-please-allow-mod-support-for-vr-direct-3dmigoto-helixmod-/

VR Direct has been renamed to GameWorks VR, but there is no mention of 3D Vision.

Is there any good news on this front?

Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.

#92
Posted 01/09/2016 03:58 AM   
Why seperate 3D vision and VR? VR is the perfect 3D vision you've been asking for. All games should work out of the box, no crosstalk, no loss of brightness, head tracking, higher refresh screens, Games optimised console style for various gfx cards. People on here with 3 monitors moaning about the cost! If VR is half as good as I think it's going to be I don't think I'll ever be gaming on my 3D projector again. Will these games made to work in 3D in VR work with Nvidia 3D vision out of the box too? That's another reason to be happy surely? TsaebehT - Palmer luckey is an audiophile so it's supposed to have a really good DAC and the headphones are supposed to be of a high spec. It uses 3D fake surround a bit similar to Dolby atmos headphone X. Oculus have released a statement saying the rift is being sold at cost. If that's true then the HTC will cost a fortune.
Why seperate 3D vision and VR?
VR is the perfect 3D vision you've been asking for. All games should work out of the box, no crosstalk, no loss of brightness, head tracking, higher refresh screens,
Games optimised console style for various gfx cards.

People on here with 3 monitors moaning about the cost!

If VR is half as good as I think it's going to be I don't think I'll ever be gaming on my 3D projector again.
Will these games made to work in 3D in VR work with Nvidia 3D vision out of the box too?
That's another reason to be happy surely?

TsaebehT - Palmer luckey is an audiophile so it's supposed to have a really good DAC and the headphones are supposed to be of a high spec.
It uses 3D fake surround a bit similar to Dolby atmos headphone X.

Oculus have released a statement saying the rift is being sold at cost.
If that's true then the HTC will cost a fortune.

#93
Posted 01/09/2016 04:14 AM   
^^100% agree! I´m 3D Vision fan and why? Because I don´t want to play games @ 2D. I´ts great that VR gives me the chance to continue my 3D hobbie. Me by myself got 3D Vision Surround and all that expensive stuff and a DK2 1,5 years ago. The resolution wasn´t that good and also motion sickness was uncomfortable. But guys, the feeling taking place in a cockpit and looking around couldn´t be better. VR will be No 1 choice for some genres .... and hell yeah, its going to be a 3D renaissance. Dont complain about that! I havent preorderd yet. First I want to check some tests between OCulus and Vive. But someday VR will exist beside my 3D Vision Setup and I´m looking forward to have the choice. There is one problem left, and I hope that VR will not be niche again. The price! Not especially for enthusiasts like me, but for mainstream. A few weeks ago Oculus promised a release price from € 200 - € 400. A lot of mainstream users were willing to spend this money and preordering Oculus. But suddenly price is doubled and preordering Oculus is exactly € 742,- (inc. charge) !! Here we got a huge Shitstorm about kidding community and maybe that could be the beginning of the end. Most of them wont buy it and that could be the reason getting niche again :-(
^^100% agree!

I´m 3D Vision fan and why? Because I don´t want to play games @ 2D.
I´ts great that VR gives me the chance to continue my 3D hobbie.

Me by myself got 3D Vision Surround and all that expensive stuff and a DK2 1,5 years ago. The resolution wasn´t that good and also motion sickness was uncomfortable.

But guys, the feeling taking place in a cockpit and looking around couldn´t be better. VR will be No 1 choice for some genres .... and hell yeah, its going to be a 3D renaissance. Dont complain about that!

I havent preorderd yet. First I want to check some tests between OCulus and Vive. But someday VR will exist beside my 3D Vision Setup and I´m looking forward to have the choice.

There is one problem left, and I hope that VR will not be niche again. The price!
Not especially for enthusiasts like me, but for mainstream.

A few weeks ago Oculus promised a release price from € 200 - € 400. A lot of mainstream users were willing to spend this money and preordering Oculus.

But suddenly price is doubled and preordering Oculus is exactly € 742,- (inc. charge) !!

Here we got a huge Shitstorm about kidding community and maybe that could be the beginning of the end. Most of them wont buy it and that could be the reason getting niche again :-(
#94
Posted 01/09/2016 07:30 AM   
[quote="GibsonRed"]Will these games made to work in 3D in VR work with Nvidia 3D vision out of the box too?[/quote] Someone answered this question when I asked - long time ago thou, so I can`t find it. The point is that they both are two different types of Stereo3D at least in the way they are created. You had example with Dying Light which been able to run fairly good in VR but was complete mess in 3D Vision. I didn`t investigate how much of a difference we`re talking about but there is a few people right here who owns first Oculus and I didn`t hear from them about playing any game that uses our 3D fix. Kind of sucks because I also been hoping for it :/
GibsonRed said:Will these games made to work in 3D in VR work with Nvidia 3D vision out of the box too?

Someone answered this question when I asked - long time ago thou, so I can`t find it. The point is that they both are two different types of Stereo3D at least in the way they are created. You had example with Dying Light which been able to run fairly good in VR but was complete mess in 3D Vision.
I didn`t investigate how much of a difference we`re talking about but there is a few people right here who owns first Oculus and I didn`t hear from them about playing any game that uses our 3D fix.
Kind of sucks because I also been hoping for it :/
https://forums.oculus.com/viewtopic.php?f=26&t=18232 (I saw the following here about the Nvidia 347.09 Drivers) As posted by mareknr My experiences: Settings 1. Turn on DK2 and set display mode to extended 2. Execute NV control panel 2. Set DK2 refresh rate to 75 Hz or 120 Hz. 3. Enable stereoscopic view. You will see Oculus VR as stereoscopic display type. 4. Set DK2 as primary display. If you set DK2 refresh rate to 75 Hz, you will see double image in the rift as before. If you used 120 Hz, you will see window plane as you can see on normal monitor. 120Hz work too but only in games which support 120 Hz stereoscopic. For example when I use it for Deadspace, rift display double image and the game was unplayable. I had to go back to 75 Hz and everything was OK. But in Trine 2 there is possibility to set display refresh rate to 120 Hz, and this work well along 120 Hz settings in NV control panel. Gameplay I tried Deadspace, Trine 2 and Borderlands 2. You can see big screen with 3D enabled and it's pretty good. But headtrcking is missing and that's break gameplay with rift. I hope, this will work in the next driver version. DSR is workong too, but game plane with high resolution is too close to you. It break your experience too. FHD resolution is must have. Not higher before we will have possibility to set image distance from player. I tried Batman Arkham City too, but I have double vision with any settings so it wasn't work. I had 3D Vision in game settings enabled but that didn't help.
https://forums.oculus.com/viewtopic.php?f=26&t=18232 (I saw the following here about the Nvidia 347.09 Drivers)

As posted by mareknr

My experiences:

Settings
1. Turn on DK2 and set display mode to extended
2. Execute NV control panel
2. Set DK2 refresh rate to 75 Hz or 120 Hz.
3. Enable stereoscopic view. You will see Oculus VR as stereoscopic display type.
4. Set DK2 as primary display. If you set DK2 refresh rate to 75 Hz, you will see double image in the rift as before. If you used 120 Hz, you will see window plane as you can see on normal monitor.

120Hz work too but only in games which support 120 Hz stereoscopic. For example when I use it for Deadspace, rift display double image and the game was unplayable. I had to go back to 75 Hz and everything was OK. But in Trine 2 there is possibility to set display refresh rate to 120 Hz, and this work well along 120 Hz settings in NV control panel.

Gameplay
I tried Deadspace, Trine 2 and Borderlands 2. You can see big screen with 3D enabled and it's pretty good. But headtrcking is missing and that's break gameplay with rift. I hope, this will work in the next driver version. DSR is workong too, but game plane with high resolution is too close to you. It break your experience too. FHD resolution is must have. Not higher before we will have possibility to set image distance from player.
I tried Batman Arkham City too, but I have double vision with any settings so it wasn't work. I had 3D Vision in game settings enabled but that didn't help.

#96
Posted 01/09/2016 11:18 AM   
Phaedrus (in the same thread) (Not at home right now, or I would take some screen shots) But from memory, with the rift in extended mode as primary, in the driver control panel you enable 3D vision support and the oculus rift is already selected as the 3d display device. Then when you fire up a game (example Hawken) it loads up on the rift properly warped, and in 3D, as if it were on a large wrap around screen in front of you. There is no head tracking, so the view is locked to your head, but it's warped properly. I played a few rounds of hawken and it worked great.
Phaedrus (in the same thread)

(Not at home right now, or I would take some screen shots) But from memory, with the rift in extended mode as primary, in the driver control panel you enable 3D vision support and the oculus rift is already selected as the 3d display device. Then when you fire up a game (example Hawken) it loads up on the rift properly warped, and in 3D, as if it were on a large wrap around screen in front of you. There is no head tracking, so the view is locked to your head, but it's warped properly. I played a few rounds of hawken and it worked great.

#97
Posted 01/09/2016 11:19 AM   
D-Man11 thanks or the heads up! It is good to hear this. Hopefully it'll work with CV1 just fine. 1. I don't understand the 120Hz part though. DK1 couldn't support above 75Hz and CV1 can't support above 90Hz AFAIK? 2. What about the perceived FPS, will it be 90fps or 45fps? (On 120Hz monitors, we are limited to fps = half the refresh rate), but the rift is not a monitor and can handle full 90fps, especially now that it has 2 independent screens! One of the advantages of upgrading to the CV1 from a projector was that in VR native games, the frame rate would have been 90fps whereas with 3D Projectors it is only 60fps @ 120Hz. 3. Can we just unplug the head tracking, so that the aiming is not tied to head movement? It should in theory, then, just work as well as a monitor / projector.
D-Man11 thanks or the heads up!

It is good to hear this. Hopefully it'll work with CV1 just fine.

1. I don't understand the 120Hz part though. DK1 couldn't support above 75Hz and CV1 can't support above 90Hz AFAIK?

2. What about the perceived FPS, will it be 90fps or 45fps? (On 120Hz monitors, we are limited to fps = half the refresh rate), but the rift is not a monitor and can handle full 90fps, especially now that it has 2 independent screens!

One of the advantages of upgrading to the CV1 from a projector was that in VR native games, the frame rate would have been 90fps whereas with 3D Projectors it is only 60fps @ 120Hz.

3. Can we just unplug the head tracking, so that the aiming is not tied to head movement? It should in theory, then, just work as well as a monitor / projector.

Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.

#98
Posted 01/09/2016 12:00 PM   
[quote="GibsonRed"] Why seperate 3D vision and VR? VR is the perfect 3D vision you've been asking for. All games should work out of the box, no crosstalk, no loss of brightness, head tracking, higher refresh screens, Games optimised console style for various gfx cards. People on here with 3 monitors moaning about the cost! [/quote] Nobody is moaning about price at least not from what I see and understand! I for one am not complaining about the PRICE point. What we currently don't know is the software support it has. Will we be able to use it as a 3D Vision screen? or only certain application MADE for it work. You believe that Oculus will JUST work out the box with 3D Vision?!?! In this case you have absolute no idea how software works... I can bet money it will be the other way unless NVIDIA made software that allows this! Some time ago there was a mention that the nvidia drivers WILL support all existing 3D Vision games on the Oculus. Besides that ONE announcement nothing... Is it still the case? What I say and other says, is to WAIT and make an Educated Decision. Don't just follow the hype and in 1 years time realise you picked the wrong thing and you need to buy a new headset just because you want to play game X or Y. The big problem is that the VR market is too fragmented. It didn't even start and is already fragmented.
GibsonRed said:
Why seperate 3D vision and VR?
VR is the perfect 3D vision you've been asking for. All games should work out of the box, no crosstalk, no loss of brightness, head tracking, higher refresh screens,
Games optimised console style for various gfx cards.

People on here with 3 monitors moaning about the cost!


Nobody is moaning about price at least not from what I see and understand!
I for one am not complaining about the PRICE point. What we currently don't know is the software support it has. Will we be able to use it as a 3D Vision screen? or only certain application MADE for it work.

You believe that Oculus will JUST work out the box with 3D Vision?!?! In this case you have absolute no idea how software works... I can bet money it will be the other way unless NVIDIA made software that allows this!

Some time ago there was a mention that the nvidia drivers WILL support all existing 3D Vision games on the Oculus. Besides that ONE announcement nothing... Is it still the case?

What I say and other says, is to WAIT and make an Educated Decision. Don't just follow the hype and in 1 years time realise you picked the wrong thing and you need to buy a new headset just because you want to play game X or Y.

The big problem is that the VR market is too fragmented. It didn't even start and is already fragmented.

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#99
Posted 01/09/2016 12:16 PM   
I'd feel a lot better quoting some of our posters from our forums. Over in the same forum Yoirgl says... The problem is tha nvidia 3D drivers actually take over even when 3D vision is deactivated and kind of "push" the game image deeper in the virtual depth so you can actually see the whole screen with each eye (hence messing stuff up like in Elite Dangerous) is there any way to deactivate this "pushback" of the screen image in depth ? https://forums.oculus.com/viewtopic.php?t=18353 This might be fixed by setting pre-rendered frames to '1", as suggested by TsaebehT in his "Beginner's" thread or by applying a different profile.
I'd feel a lot better quoting some of our posters from our forums.

Over in the same forum Yoirgl says...

The problem is tha nvidia 3D drivers actually take over even when 3D vision is deactivated and kind of "push" the game image deeper in the virtual depth so you can actually see the whole screen with each eye (hence messing stuff up like in Elite Dangerous) is there any way to deactivate this "pushback" of the screen image in depth ?


https://forums.oculus.com/viewtopic.php?t=18353


This might be fixed by setting pre-rendered frames to '1", as suggested by TsaebehT in his "Beginner's" thread or by applying a different profile.

Posted 01/09/2016 12:23 PM   
Nice find again! It seems as though that driver was significantly broken to the point that everyone rolled back; but it was over a year ago. Have you heard of any more progress being made? I have searched through the Oculus forums for recent mentions of 3D Vision, but nothing relevant really comes up. It would be great to hear from our forum members here who have a DK2, and have tried it with 3D Vision recently with recent drivers.
Nice find again!

It seems as though that driver was significantly broken to the point that everyone rolled back; but it was over a year ago. Have you heard of any more progress being made? I have searched through the Oculus forums for recent mentions of 3D Vision, but nothing relevant really comes up.

It would be great to hear from our forum members here who have a DK2, and have tried it with 3D Vision recently with recent drivers.

Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.

Posted 01/09/2016 12:51 PM   
I didn't look very hard and found those two threads right away. I think the guys that couldn't get it to work were not doing it right. There's no reason for the other guys to lie. Dead Space doesn't have native 3D, so if he was playing it, Nvidia was doing the worping. Nvidia does not treat VR Headsets as a desktop monitor. They have what they call... Direct Mode With Direct Mode, the NVIDIA driver treats VR headsets as head mounted displays accessible only to VR applications, rather than a normal Windows monitor that your desktop shows up on, providing better plug and play support and compatibility for the VR headset. (Note: I do not have a VR Headset, but the above statement seems to be consistent with the few posts that I've read.)
I didn't look very hard and found those two threads right away.

I think the guys that couldn't get it to work were not doing it right. There's no reason for the other guys to lie. Dead Space doesn't have native 3D, so if he was playing it, Nvidia was doing the worping.


Nvidia does not treat VR Headsets as a desktop monitor. They have what they call...



Direct Mode

With Direct Mode, the NVIDIA driver treats VR headsets as head mounted displays accessible only to VR applications, rather than a normal Windows monitor that your desktop shows up on, providing better plug and play support and compatibility for the VR headset.

(Note: I do not have a VR Headset, but the above statement seems to be consistent with the few posts that I've read.)

Posted 01/09/2016 01:27 PM   
Hmm, seems we have several users with DK2s. https://forums.geforce.com/default/topic/796127/ It's a good read, check it out.
Hmm, seems we have several users with DK2s.


https://forums.geforce.com/default/topic/796127/
It's a good read, check it out.

Posted 01/09/2016 02:05 PM   
[quote="TsaebehT"][quote="mike_ar69"]The main rave about the Vive was that you could walk around a room, which I would not give a crap about as I can't move 2ft in my house without tripping over something.[/quote]Lol. I know the feeling ... my living room looks like a Childcare, literally there walls and gates keeping the little monsters in playing with their toys and away from my equipment ... so I too could care less about walking around at this point. I've never had much money to burn so I'm definitely holding off until the dust settles but there's a a couple little things that bothered me about the Rift Kit. Personally I like things to be kept separate, TV(Monitor), Receiver, Speakers, Motherboard, Soundcard, GPU, etc. The less integrated stuff the better. First was the Xbox One controller being forced on us, I thought I read somewhere people were having issues with it not being as 'compatible' with games as the 360 controller and second was the integrated headphones. I don't know about you guys but I have a decent pair of cans and a 360 controller so to me this is all elevating the price for extra crap I don't want or need. I just hope it's less of a mess than 3D was/is but somehow that seems unlikely as just about everyone seems to be making their own headsets at the moment ... coupled with exclusives, multiple APIs, etc. Ugh ... it hasn't even really begun and I can't wait for the dust to settle. [/quote] this pretty much sums up my thoughts :)
TsaebehT said:
mike_ar69 said:The main rave about the Vive was that you could walk around a room, which I would not give a crap about as I can't move 2ft in my house without tripping over something.
Lol. I know the feeling ... my living room looks like a Childcare, literally there walls and gates keeping the little monsters in playing with their toys and away from my equipment ... so I too could care less about walking around at this point.

I've never had much money to burn so I'm definitely holding off until the dust settles but there's a a couple little things that bothered me about the Rift Kit. Personally I like things to be kept separate, TV(Monitor), Receiver, Speakers, Motherboard, Soundcard, GPU, etc. The less integrated stuff the better.

First was the Xbox One controller being forced on us, I thought I read somewhere people were having issues with it not being as 'compatible' with games as the 360 controller and second was the integrated headphones. I don't know about you guys but I have a decent pair of cans and a 360 controller so to me this is all elevating the price for extra crap I don't want or need.

I just hope it's less of a mess than 3D was/is but somehow that seems unlikely as just about everyone seems to be making their own headsets at the moment ... coupled with exclusives, multiple APIs, etc. Ugh ... it hasn't even really begun and I can't wait for the dust to settle.


this pretty much sums up my thoughts :)

Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE

Posted 01/09/2016 03:43 PM   
Nice one D-Man11! I am now looking very much forward to a review from one of our own. Someone like bo3b, who said he was a backer so will get it before everyone else, I believe sometime in March. Hopefully we can expect some concrete impressions from a 3D vision veteran. I believe that for the vast majority of us, this person's word will be holy scripture.
Nice one D-Man11!

I am now looking very much forward to a review from one of our own. Someone like bo3b, who said he was a backer so will get it before everyone else, I believe sometime in March.

Hopefully we can expect some concrete impressions from a 3D vision veteran. I believe that for the vast majority of us, this person's word will be holy scripture.

Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.

Posted 01/09/2016 08:24 PM   
  7 / 15    
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