I actually can not buy it, because my country is not supported and my billing information has to match my address... wtf... so lame, they are missing out a whole bunch of financially very capable countries. So I think I will wait in this case and will continue to be happy with 3D Vision.
I actually can not buy it, because my country is not supported and my billing information has to match my address... wtf... so lame, they are missing out a whole bunch of financially very capable countries. So I think I will wait in this case and will continue to be happy with 3D Vision.
[quote="mike_ar69"]
**EDIT Apparently this site sells an app for Gear VR... http://trinusvr.com/
[/quote]
Now that really looks interesting! I think is time to buy a new phone:))
mike_ar69 said:
**EDIT Apparently this site sells an app for Gear VR... http://trinusvr.com/
Now that really looks interesting! I think is time to buy a new phone:))
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
[quote="helifax"][quote="mike_ar69"]
**EDIT Apparently this site sells an app for Gear VR... http://trinusvr.com/
[/quote]
Now that really looks interesting! I think is time to buy a new phone:))[/quote]
The phone ain't cheap ;-) I had a plan update a couple of months ago, so mine was a $199 upgrade I think.
[quote="mike_ar69"][quote="helifax"][quote="mike_ar69"]
**EDIT Apparently this site sells an app for Gear VR... http://trinusvr.com/
[/quote]
Now that really looks interesting! I think is time to buy a new phone:))[/quote]
The phone ain't cheap ;-) I had a plan update a couple of months ago, so mine was a $199 upgrade I think. [/quote]
Aye I noticed;) but the phone is not for VR only;) First is a phone;) and it will be used more as a phone;)) but it's defo a nice thing to take into consideration;) when selecting a new model;)
mike_ar69 said:
**EDIT Apparently this site sells an app for Gear VR... http://trinusvr.com/
Now that really looks interesting! I think is time to buy a new phone:))
The phone ain't cheap ;-) I had a plan update a couple of months ago, so mine was a $199 upgrade I think.
Aye I noticed;) but the phone is not for VR only;) First is a phone;) and it will be used more as a phone;)) but it's defo a nice thing to take into consideration;) when selecting a new model;)
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
[quote="helifax"][quote="mike_ar69"][quote="helifax"][quote="mike_ar69"]
**EDIT Apparently this site sells an app for Gear VR... http://trinusvr.com/
[/quote]
Now that really looks interesting! I think is time to buy a new phone:))[/quote]
The phone ain't cheap ;-) I had a plan update a couple of months ago, so mine was a $199 upgrade I think. [/quote]
Aye I noticed;) but the phone is not for VR only;) First is a phone;) and it will be used more as a phone;)) but it's defo a nice thing to take into consideration;) when selecting a new model;)[/quote]
Yeah, people who own the Note 5 or S6 should get the Gear VR, it's a no brainer for $99. It all "just works" really easily. I am going to try that software out and see how well it works, I read some issues about latency problems and what not (in the rotation etc, because it uses the phones sensors not the Gear VRs or something), so we'll see.
mike_ar69 said:
**EDIT Apparently this site sells an app for Gear VR... http://trinusvr.com/
Now that really looks interesting! I think is time to buy a new phone:))
The phone ain't cheap ;-) I had a plan update a couple of months ago, so mine was a $199 upgrade I think.
Aye I noticed;) but the phone is not for VR only;) First is a phone;) and it will be used more as a phone;)) but it's defo a nice thing to take into consideration;) when selecting a new model;)
Yeah, people who own the Note 5 or S6 should get the Gear VR, it's a no brainer for $99. It all "just works" really easily. I am going to try that software out and see how well it works, I read some issues about latency problems and what not (in the rotation etc, because it uses the phones sensors not the Gear VRs or something), so we'll see.
My cpu and graphic card doesnt pass the test (i7 860 @ 2.8 and gtx 780)
I hope i wont have any problems to use the oculus at lest with low settings, wont be doing an upgrade anytime soon.
My cpu and graphic card doesnt pass the test (i7 860 @ 2.8 and gtx 780)
I hope i wont have any problems to use the oculus at lest with low settings, wont be doing an upgrade anytime soon.
EVGA GTX 1070 FTW
Motherboard MSI Z370 SLI PLUS
Processor i5-8600K @ 4.2 | Cooler SilverStone AR02
Corsair Vengeance 8GB 3000Mhz | Windows 10 Pro
SSD 240gb Kingston UV400 | 2x HDs 1TB RAID0 | 2x HD 2TB RAID1
TV LG Cinema 3D 49lb6200 | ACER EDID override | Oculus Rift CV1
Steam: http://steamcommunity.com/id/J0hnnieW4lker Screenshots: http://phereo.com/583b3a2f8884282d5d000007
[quote="mike_ar69"]
**EDIT Apparently this site sells an app for Gear VR... http://trinusvr.com/
[/quote]
[quote="helifax"]Now that really looks interesting! I think is time to buy a new phone:))[/quote]
Here's a thread where streaming was discussed, currently it seems that only TriDef works.
https://forums.geforce.com/default/topic/906436/
[quote="D-Man11"][quote="mike_ar69"]
**EDIT Apparently this site sells an app for Gear VR... http://trinusvr.com/
[/quote]
[quote="helifax"]Now that really looks interesting! I think is time to buy a new phone:))[/quote]
Here's a thread where streaming was discussed, currently it seems that only TriDef works.
https://forums.geforce.com/default/topic/906436/[/quote]
Yeah, I've read it.
I even posted how you can do it for OpenGL games if you want to;)
^_^
Yeah, I've read it.
I even posted how you can do it for OpenGL games if you want to;)
^_^
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
[quote="mike_ar69"]...
Also, where is this 90Hz stuff coming from? I can't tell the difference between 56Hz and anything else above 56Hz. I'm also pretty sure my phone is not managing 90Hz and it's all fine for me. It seems like an unnecessarily high bar to be setting...
I read the paper on the NVidia SLI VR and I am quite impressed with what they have done - if VR gaming is to work properly this is the stuff that needs doing. We can argue all we like about whether or not they drop it in 3, 4 or 5 years, but right now it won't even get started without this type of development. I also wonder if there might not be (ironically) some payoff for 3D Vision - VR is still just stereoscopy after all, so if they optimize the approach to generating stereo images for VR games (using SLI at least), then that could be back portable to outputting to regular old 3D Vision as well I would have thought? And further, if the approach is built upon independently generating L and R images without using NVidia Automatic (e.g. how a game with it's own renderer might do it), the stereo would be flawless as well. I guess we will see...[/quote]
The reason that you need a solid 90 as the MIN frame rate is to counteract judder. Judder happens when you rotate your head. When you go through all the details, rotating your head is a worst case scenario for VR as every single pixel on screen changes, and your brain has an expectation of what it will see as you turn. Any lag there, and you get the disconnect between eye and ear- and you lose your cookies.
So, this 90 fps MIN is not academic, it's the key to keeping it from making you sick. It's part of what they learned as part of DK1 and DK2. This is also why NVidia put in so much work to minimize latency, especially for the SLI case. The latency is what causes that lag.
Although you'll be able to run lower frequencies, unless you are a unique person unaffected by the judder (bunch of folks are), the lower frequency will make you VR sick. I'm not affected at all by carsick or seasick and never had been sick that way, but DK1 put me down within in about 15 minutes.
Also, where is this 90Hz stuff coming from? I can't tell the difference between 56Hz and anything else above 56Hz. I'm also pretty sure my phone is not managing 90Hz and it's all fine for me. It seems like an unnecessarily high bar to be setting...
I read the paper on the NVidia SLI VR and I am quite impressed with what they have done - if VR gaming is to work properly this is the stuff that needs doing. We can argue all we like about whether or not they drop it in 3, 4 or 5 years, but right now it won't even get started without this type of development. I also wonder if there might not be (ironically) some payoff for 3D Vision - VR is still just stereoscopy after all, so if they optimize the approach to generating stereo images for VR games (using SLI at least), then that could be back portable to outputting to regular old 3D Vision as well I would have thought? And further, if the approach is built upon independently generating L and R images without using NVidia Automatic (e.g. how a game with it's own renderer might do it), the stereo would be flawless as well. I guess we will see...
The reason that you need a solid 90 as the MIN frame rate is to counteract judder. Judder happens when you rotate your head. When you go through all the details, rotating your head is a worst case scenario for VR as every single pixel on screen changes, and your brain has an expectation of what it will see as you turn. Any lag there, and you get the disconnect between eye and ear- and you lose your cookies.
So, this 90 fps MIN is not academic, it's the key to keeping it from making you sick. It's part of what they learned as part of DK1 and DK2. This is also why NVidia put in so much work to minimize latency, especially for the SLI case. The latency is what causes that lag.
Although you'll be able to run lower frequencies, unless you are a unique person unaffected by the judder (bunch of folks are), the lower frequency will make you VR sick. I'm not affected at all by carsick or seasick and never had been sick that way, but DK1 put me down within in about 15 minutes.
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
4 different poster reviews from earlier using either a DK1 or DK2
Oculus Rift First Impressions by bo3b https://forums.geforce.com/default/topic/545356/
Oculus Rift Journal / Impressions by eqzitara https://forums.geforce.com/default/topic/559329/
Oculus Rift HD prototype impressions by Pirateguybrush https://forums.geforce.com/default/topic/561763/
3D Vision Surround vs. Oculus Rift Development Kit 2 by ronrebell https://forums.geforce.com/default/topic/769830/
[quote="bo3b"][quote="mike_ar69"]...
Also, where is this 90Hz stuff coming from? I can't tell the difference between 56Hz and anything else above 56Hz. I'm also pretty sure my phone is not managing 90Hz and it's all fine for me. It seems like an unnecessarily high bar to be setting...
I read the paper on the NVidia SLI VR and I am quite impressed with what they have done - if VR gaming is to work properly this is the stuff that needs doing. We can argue all we like about whether or not they drop it in 3, 4 or 5 years, but right now it won't even get started without this type of development. I also wonder if there might not be (ironically) some payoff for 3D Vision - VR is still just stereoscopy after all, so if they optimize the approach to generating stereo images for VR games (using SLI at least), then that could be back portable to outputting to regular old 3D Vision as well I would have thought? And further, if the approach is built upon independently generating L and R images without using NVidia Automatic (e.g. how a game with it's own renderer might do it), the stereo would be flawless as well. I guess we will see...[/quote]
The reason that you need a solid 90 as the MIN frame rate is to counteract judder. Judder happens when you rotate your head. When you go through all the details, rotating your head is a worst case scenario for VR as every single pixel on screen changes, and your brain has an expectation of what it will see as you turn. Any lag there, and you get the disconnect between eye and ear- and you lose your cookies.
So, this 90 fps MIN is not academic, it's the key to keeping it from making you sick. It's part of what they learned as part of DK1 and DK2. This is also why NVidia put in so much work to minimize latency, especially for the SLI case. The latency is what causes that lag.
Although you'll be able to run lower frequencies, unless you are a unique person unaffected by the judder (bunch of folks are), the lower frequency will make you VR sick. I'm not affected at all by carsick or seasick and never had been sick that way, but DK1 put me down within in about 15 minutes.
[/quote]
Thanks bo3b that's interesting to know - so it's a different kind of physiological requirement beyond the "optical" experience of percieving "smoothness". I know about the lag problem - that makes me barf as well - so is the idea that if you move your head so fast that the refresh rate can't even keep up, this introduces an effective lag? Maybe I am one of the lucky ones, since I played this space shooter on my GearVR for about half an hour which was all constant head moving, left right, up, down, and *really fast* (that's how you aim) with no problems.
Also, where is this 90Hz stuff coming from? I can't tell the difference between 56Hz and anything else above 56Hz. I'm also pretty sure my phone is not managing 90Hz and it's all fine for me. It seems like an unnecessarily high bar to be setting...
I read the paper on the NVidia SLI VR and I am quite impressed with what they have done - if VR gaming is to work properly this is the stuff that needs doing. We can argue all we like about whether or not they drop it in 3, 4 or 5 years, but right now it won't even get started without this type of development. I also wonder if there might not be (ironically) some payoff for 3D Vision - VR is still just stereoscopy after all, so if they optimize the approach to generating stereo images for VR games (using SLI at least), then that could be back portable to outputting to regular old 3D Vision as well I would have thought? And further, if the approach is built upon independently generating L and R images without using NVidia Automatic (e.g. how a game with it's own renderer might do it), the stereo would be flawless as well. I guess we will see...
The reason that you need a solid 90 as the MIN frame rate is to counteract judder. Judder happens when you rotate your head. When you go through all the details, rotating your head is a worst case scenario for VR as every single pixel on screen changes, and your brain has an expectation of what it will see as you turn. Any lag there, and you get the disconnect between eye and ear- and you lose your cookies.
So, this 90 fps MIN is not academic, it's the key to keeping it from making you sick. It's part of what they learned as part of DK1 and DK2. This is also why NVidia put in so much work to minimize latency, especially for the SLI case. The latency is what causes that lag.
Although you'll be able to run lower frequencies, unless you are a unique person unaffected by the judder (bunch of folks are), the lower frequency will make you VR sick. I'm not affected at all by carsick or seasick and never had been sick that way, but DK1 put me down within in about 15 minutes.
Thanks bo3b that's interesting to know - so it's a different kind of physiological requirement beyond the "optical" experience of percieving "smoothness". I know about the lag problem - that makes me barf as well - so is the idea that if you move your head so fast that the refresh rate can't even keep up, this introduces an effective lag? Maybe I am one of the lucky ones, since I played this space shooter on my GearVR for about half an hour which was all constant head moving, left right, up, down, and *really fast* (that's how you aim) with no problems.
[quote="mike_ar69"][quote="bo3b"][quote="mike_ar69"]...
Also, where is this 90Hz stuff coming from? I can't tell the difference between 56Hz and anything else above 56Hz. I'm also pretty sure my phone is not managing 90Hz and it's all fine for me. It seems like an unnecessarily high bar to be setting...
I read the paper on the NVidia SLI VR and I am quite impressed with what they have done - if VR gaming is to work properly this is the stuff that needs doing. We can argue all we like about whether or not they drop it in 3, 4 or 5 years, but right now it won't even get started without this type of development. I also wonder if there might not be (ironically) some payoff for 3D Vision - VR is still just stereoscopy after all, so if they optimize the approach to generating stereo images for VR games (using SLI at least), then that could be back portable to outputting to regular old 3D Vision as well I would have thought? And further, if the approach is built upon independently generating L and R images without using NVidia Automatic (e.g. how a game with it's own renderer might do it), the stereo would be flawless as well. I guess we will see...[/quote]
The reason that you need a solid 90 as the MIN frame rate is to counteract judder. Judder happens when you rotate your head. When you go through all the details, rotating your head is a worst case scenario for VR as every single pixel on screen changes, and your brain has an expectation of what it will see as you turn. Any lag there, and you get the disconnect between eye and ear- and you lose your cookies.
So, this 90 fps MIN is not academic, it's the key to keeping it from making you sick. It's part of what they learned as part of DK1 and DK2. This is also why NVidia put in so much work to minimize latency, especially for the SLI case. The latency is what causes that lag.
Although you'll be able to run lower frequencies, unless you are a unique person unaffected by the judder (bunch of folks are), the lower frequency will make you VR sick. I'm not affected at all by carsick or seasick and never had been sick that way, but DK1 put me down within in about 15 minutes.
[/quote]
Thanks bo3b that's interesting to know - so it's a different kind of physiological requirement beyond the "optical" experience of percieving "smoothness". I know about the lag problem - that makes me barf as well - so is the idea that if you move your head so fast that the refresh rate can't even keep up, this introduces an effective lag? Maybe I am one of the lucky ones, since I played this space shooter on my GearVR for about half an hour which was all constant head moving, left right, up, down, and *really fast* (that's how you aim) with no problems. [/quote]
There's a couple points that should be clarified: Yes, higher refresh rate is smoother. Some will notice, some won't. The bigger issue with refresh rate is a lot of people are bothered by the flicker at even 75hz. You need to remember, this isn't sample and hold. The screen is flashed briefly, then the screen turns off till the next frame is drawn. So you have the old CRT strobing effect happening. The vast majority are fine at 90hz. This is kind of a magic number for all but the extreme outliers. It's why Oculus and Vive both settled there.
Not holding that min framerate is a separate issue. You should be able to twist and turn your head to your heart's content if the framerate is there. The problem is when you drop a frame. When the brain doesn't get that updated info, and your head is turning, it's a nasty sensation to most. Personally, I not only think it makes the FPS count seem like it's 5 fps (when it's not that bad), but it's just something that's extremely uncomfortable. It's not something that would make me throw up, but it's certainly physically uncomfortable. It's like a digitized kick in the head for me. It's a very surreal sensation that you quickly learn to avoid.
Also, where is this 90Hz stuff coming from? I can't tell the difference between 56Hz and anything else above 56Hz. I'm also pretty sure my phone is not managing 90Hz and it's all fine for me. It seems like an unnecessarily high bar to be setting...
I read the paper on the NVidia SLI VR and I am quite impressed with what they have done - if VR gaming is to work properly this is the stuff that needs doing. We can argue all we like about whether or not they drop it in 3, 4 or 5 years, but right now it won't even get started without this type of development. I also wonder if there might not be (ironically) some payoff for 3D Vision - VR is still just stereoscopy after all, so if they optimize the approach to generating stereo images for VR games (using SLI at least), then that could be back portable to outputting to regular old 3D Vision as well I would have thought? And further, if the approach is built upon independently generating L and R images without using NVidia Automatic (e.g. how a game with it's own renderer might do it), the stereo would be flawless as well. I guess we will see...
The reason that you need a solid 90 as the MIN frame rate is to counteract judder. Judder happens when you rotate your head. When you go through all the details, rotating your head is a worst case scenario for VR as every single pixel on screen changes, and your brain has an expectation of what it will see as you turn. Any lag there, and you get the disconnect between eye and ear- and you lose your cookies.
So, this 90 fps MIN is not academic, it's the key to keeping it from making you sick. It's part of what they learned as part of DK1 and DK2. This is also why NVidia put in so much work to minimize latency, especially for the SLI case. The latency is what causes that lag.
Although you'll be able to run lower frequencies, unless you are a unique person unaffected by the judder (bunch of folks are), the lower frequency will make you VR sick. I'm not affected at all by carsick or seasick and never had been sick that way, but DK1 put me down within in about 15 minutes.
Thanks bo3b that's interesting to know - so it's a different kind of physiological requirement beyond the "optical" experience of percieving "smoothness". I know about the lag problem - that makes me barf as well - so is the idea that if you move your head so fast that the refresh rate can't even keep up, this introduces an effective lag? Maybe I am one of the lucky ones, since I played this space shooter on my GearVR for about half an hour which was all constant head moving, left right, up, down, and *really fast* (that's how you aim) with no problems.
There's a couple points that should be clarified: Yes, higher refresh rate is smoother. Some will notice, some won't. The bigger issue with refresh rate is a lot of people are bothered by the flicker at even 75hz. You need to remember, this isn't sample and hold. The screen is flashed briefly, then the screen turns off till the next frame is drawn. So you have the old CRT strobing effect happening. The vast majority are fine at 90hz. This is kind of a magic number for all but the extreme outliers. It's why Oculus and Vive both settled there.
Not holding that min framerate is a separate issue. You should be able to twist and turn your head to your heart's content if the framerate is there. The problem is when you drop a frame. When the brain doesn't get that updated info, and your head is turning, it's a nasty sensation to most. Personally, I not only think it makes the FPS count seem like it's 5 fps (when it's not that bad), but it's just something that's extremely uncomfortable. It's not something that would make me throw up, but it's certainly physically uncomfortable. It's like a digitized kick in the head for me. It's a very surreal sensation that you quickly learn to avoid.
[quote="Paul33993"][quote="mike_ar69"][quote="bo3b"][quote="mike_ar69"]...
Also, where is this 90Hz stuff coming from? I can't tell the difference between 56Hz and anything else above 56Hz. I'm also pretty sure my phone is not managing 90Hz and it's all fine for me. It seems like an unnecessarily high bar to be setting...
I read the paper on the NVidia SLI VR and I am quite impressed with what they have done - if VR gaming is to work properly this is the stuff that needs doing. We can argue all we like about whether or not they drop it in 3, 4 or 5 years, but right now it won't even get started without this type of development. I also wonder if there might not be (ironically) some payoff for 3D Vision - VR is still just stereoscopy after all, so if they optimize the approach to generating stereo images for VR games (using SLI at least), then that could be back portable to outputting to regular old 3D Vision as well I would have thought? And further, if the approach is built upon independently generating L and R images without using NVidia Automatic (e.g. how a game with it's own renderer might do it), the stereo would be flawless as well. I guess we will see...[/quote]
The reason that you need a solid 90 as the MIN frame rate is to counteract judder. Judder happens when you rotate your head. When you go through all the details, rotating your head is a worst case scenario for VR as every single pixel on screen changes, and your brain has an expectation of what it will see as you turn. Any lag there, and you get the disconnect between eye and ear- and you lose your cookies.
So, this 90 fps MIN is not academic, it's the key to keeping it from making you sick. It's part of what they learned as part of DK1 and DK2. This is also why NVidia put in so much work to minimize latency, especially for the SLI case. The latency is what causes that lag.
Although you'll be able to run lower frequencies, unless you are a unique person unaffected by the judder (bunch of folks are), the lower frequency will make you VR sick. I'm not affected at all by carsick or seasick and never had been sick that way, but DK1 put me down within in about 15 minutes.
[/quote]
Thanks bo3b that's interesting to know - so it's a different kind of physiological requirement beyond the "optical" experience of percieving "smoothness". I know about the lag problem - that makes me barf as well - so is the idea that if you move your head so fast that the refresh rate can't even keep up, this introduces an effective lag? Maybe I am one of the lucky ones, since I played this space shooter on my GearVR for about half an hour which was all constant head moving, left right, up, down, and *really fast* (that's how you aim) with no problems. [/quote]
There's a couple points that should be clarified: Yes, higher refresh rate is smoother. Some will notice, some won't. The bigger issue with refresh rate is a lot of people are bothered by the flicker at even 75hz. You need to remember, this isn't sample and hold. The screen is flashed briefly, then the screen turns off till the next frame is drawn. So you have the old CRT strobing effect happening. The vast majority are fine at 90hz. This is kind of a magic number for all but the extreme outliers. It's why Oculus and Vive both settled there.
Not holding that min framerate is a separate issue. You should be able to twist and turn your head to your heart's content if the framerate is there. The problem is when you drop a frame. When the brain doesn't get that updated info, and your head is turning, it's a nasty sensation to most. Personally, I not only think it makes the FPS count seem like it's 5 fps (when it's not that bad), but it's just something that's extremely uncomfortable. It's not something that would make me throw up, but it's certainly physically uncomfortable. It's like a digitized kick in the head for me. It's a very surreal sensation that you quickly learn to avoid.[/quote]
I must be 'lucky' since, on my GearVR at least, I don't notice flicker at all. Maybe my years of 3DVision gaming have hardened me to it :-)
Also, where is this 90Hz stuff coming from? I can't tell the difference between 56Hz and anything else above 56Hz. I'm also pretty sure my phone is not managing 90Hz and it's all fine for me. It seems like an unnecessarily high bar to be setting...
I read the paper on the NVidia SLI VR and I am quite impressed with what they have done - if VR gaming is to work properly this is the stuff that needs doing. We can argue all we like about whether or not they drop it in 3, 4 or 5 years, but right now it won't even get started without this type of development. I also wonder if there might not be (ironically) some payoff for 3D Vision - VR is still just stereoscopy after all, so if they optimize the approach to generating stereo images for VR games (using SLI at least), then that could be back portable to outputting to regular old 3D Vision as well I would have thought? And further, if the approach is built upon independently generating L and R images without using NVidia Automatic (e.g. how a game with it's own renderer might do it), the stereo would be flawless as well. I guess we will see...
The reason that you need a solid 90 as the MIN frame rate is to counteract judder. Judder happens when you rotate your head. When you go through all the details, rotating your head is a worst case scenario for VR as every single pixel on screen changes, and your brain has an expectation of what it will see as you turn. Any lag there, and you get the disconnect between eye and ear- and you lose your cookies.
So, this 90 fps MIN is not academic, it's the key to keeping it from making you sick. It's part of what they learned as part of DK1 and DK2. This is also why NVidia put in so much work to minimize latency, especially for the SLI case. The latency is what causes that lag.
Although you'll be able to run lower frequencies, unless you are a unique person unaffected by the judder (bunch of folks are), the lower frequency will make you VR sick. I'm not affected at all by carsick or seasick and never had been sick that way, but DK1 put me down within in about 15 minutes.
Thanks bo3b that's interesting to know - so it's a different kind of physiological requirement beyond the "optical" experience of percieving "smoothness". I know about the lag problem - that makes me barf as well - so is the idea that if you move your head so fast that the refresh rate can't even keep up, this introduces an effective lag? Maybe I am one of the lucky ones, since I played this space shooter on my GearVR for about half an hour which was all constant head moving, left right, up, down, and *really fast* (that's how you aim) with no problems.
There's a couple points that should be clarified: Yes, higher refresh rate is smoother. Some will notice, some won't. The bigger issue with refresh rate is a lot of people are bothered by the flicker at even 75hz. You need to remember, this isn't sample and hold. The screen is flashed briefly, then the screen turns off till the next frame is drawn. So you have the old CRT strobing effect happening. The vast majority are fine at 90hz. This is kind of a magic number for all but the extreme outliers. It's why Oculus and Vive both settled there.
Not holding that min framerate is a separate issue. You should be able to twist and turn your head to your heart's content if the framerate is there. The problem is when you drop a frame. When the brain doesn't get that updated info, and your head is turning, it's a nasty sensation to most. Personally, I not only think it makes the FPS count seem like it's 5 fps (when it's not that bad), but it's just something that's extremely uncomfortable. It's not something that would make me throw up, but it's certainly physically uncomfortable. It's like a digitized kick in the head for me. It's a very surreal sensation that you quickly learn to avoid.
I must be 'lucky' since, on my GearVR at least, I don't notice flicker at all. Maybe my years of 3DVision gaming have hardened me to it :-)
It's definitely YMMV. This was a major issue back in the CRT monitor days too. Many people needed to run higher than 60hz to avoid headaches.
Even within Oculus, I know they always talk how either Brendan Iribe or Nate Mitchell will get headaches within 2 minutes with the Gear VR. And even that the DK2 bothered him. He couldn't use it symptom free until 90hz and CB.
It's really not something you consciously notice, but those with issues will quickly develop headaches from it. I have no issues with 60hz flicker either.
It's definitely YMMV. This was a major issue back in the CRT monitor days too. Many people needed to run higher than 60hz to avoid headaches.
Even within Oculus, I know they always talk how either Brendan Iribe or Nate Mitchell will get headaches within 2 minutes with the Gear VR. And even that the DK2 bothered him. He couldn't use it symptom free until 90hz and CB.
It's really not something you consciously notice, but those with issues will quickly develop headaches from it. I have no issues with 60hz flicker either.
[quote="mike_ar69"]I know it's not the same thing, but for $100 I got a Samsung Gear VR in my Christmas Stocking (I already have a Note 5 phone), and whereas the experience can be great, the resolution is still a bit low for my liking. The Gear VR has resolution 2560x1440, which chopped in half gives 1280x1440 per eye. The Occulus CV1 only has resolution 2160x1200, so just 1080x1200 per eye, a whole 25% worse in X and 20% worse in Y. Now, for my phone, and the games that it is capable of playing (i.e. not AAA PC titles) it's still pretty great since the games can't be too detailed, so I've had lots of fun with space shooting games etc. But I am not sure I could play a game that would normally look highly detailed on a PC, say Alien Isolation or Fallout 4, on the Occulus CV1 with even less resolution that I know the Note 5 looks like.
[/quote]
Oculus cv1 looks actually much better than gear vr depsite somehwat inferior specs on paper. Screendoor effect thats present on gear vr is basically gone on cv1 despite much larger fov and lower resolution. I really had to struggle to find it and you can still see it faintly on white backround for example. Screen clarity is also much better on cv1. To me, s6 with gear vr feels like a toy compared to cv1 prototype. I've only had about hour with both but those were my impressions. I probably would not play pc games on gear vr if it was possible but on cv1, absolutely.
mike_ar69 said:I know it's not the same thing, but for $100 I got a Samsung Gear VR in my Christmas Stocking (I already have a Note 5 phone), and whereas the experience can be great, the resolution is still a bit low for my liking. The Gear VR has resolution 2560x1440, which chopped in half gives 1280x1440 per eye. The Occulus CV1 only has resolution 2160x1200, so just 1080x1200 per eye, a whole 25% worse in X and 20% worse in Y. Now, for my phone, and the games that it is capable of playing (i.e. not AAA PC titles) it's still pretty great since the games can't be too detailed, so I've had lots of fun with space shooting games etc. But I am not sure I could play a game that would normally look highly detailed on a PC, say Alien Isolation or Fallout 4, on the Occulus CV1 with even less resolution that I know the Note 5 looks like.
Oculus cv1 looks actually much better than gear vr depsite somehwat inferior specs on paper. Screendoor effect thats present on gear vr is basically gone on cv1 despite much larger fov and lower resolution. I really had to struggle to find it and you can still see it faintly on white backround for example. Screen clarity is also much better on cv1. To me, s6 with gear vr feels like a toy compared to cv1 prototype. I've only had about hour with both but those were my impressions. I probably would not play pc games on gear vr if it was possible but on cv1, absolutely.
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/
Now that really looks interesting! I think is time to buy a new phone:))
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)
The phone ain't cheap ;-) I had a plan update a couple of months ago, so mine was a $199 upgrade I think.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Aye I noticed;) but the phone is not for VR only;) First is a phone;) and it will be used more as a phone;)) but it's defo a nice thing to take into consideration;) when selecting a new model;)
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)
Yeah, people who own the Note 5 or S6 should get the Gear VR, it's a no brainer for $99. It all "just works" really easily. I am going to try that software out and see how well it works, I read some issues about latency problems and what not (in the rotation etc, because it uses the phones sensors not the Gear VRs or something), so we'll see.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I hope i wont have any problems to use the oculus at lest with low settings, wont be doing an upgrade anytime soon.
EVGA GTX 1070 FTW
Motherboard MSI Z370 SLI PLUS
Processor i5-8600K @ 4.2 | Cooler SilverStone AR02
Corsair Vengeance 8GB 3000Mhz | Windows 10 Pro
SSD 240gb Kingston UV400 | 2x HDs 1TB RAID0 | 2x HD 2TB RAID1
TV LG Cinema 3D 49lb6200 | ACER EDID override | Oculus Rift CV1
Steam: http://steamcommunity.com/id/J0hnnieW4lker
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Here's a thread where streaming was discussed, currently it seems that only TriDef works.
https://forums.geforce.com/default/topic/906436/
Yeah, I've read it.
I even posted how you can do it for OpenGL games if you want to;)
^_^
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)
The reason that you need a solid 90 as the MIN frame rate is to counteract judder. Judder happens when you rotate your head. When you go through all the details, rotating your head is a worst case scenario for VR as every single pixel on screen changes, and your brain has an expectation of what it will see as you turn. Any lag there, and you get the disconnect between eye and ear- and you lose your cookies.
So, this 90 fps MIN is not academic, it's the key to keeping it from making you sick. It's part of what they learned as part of DK1 and DK2. This is also why NVidia put in so much work to minimize latency, especially for the SLI case. The latency is what causes that lag.
Although you'll be able to run lower frequencies, unless you are a unique person unaffected by the judder (bunch of folks are), the lower frequency will make you VR sick. I'm not affected at all by carsick or seasick and never had been sick that way, but DK1 put me down within in about 15 minutes.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Oculus Rift First Impressions by bo3b https://forums.geforce.com/default/topic/545356/
Oculus Rift Journal / Impressions by eqzitara https://forums.geforce.com/default/topic/559329/
Oculus Rift HD prototype impressions by Pirateguybrush https://forums.geforce.com/default/topic/561763/
3D Vision Surround vs. Oculus Rift Development Kit 2 by ronrebell https://forums.geforce.com/default/topic/769830/
Thanks bo3b that's interesting to know - so it's a different kind of physiological requirement beyond the "optical" experience of percieving "smoothness". I know about the lag problem - that makes me barf as well - so is the idea that if you move your head so fast that the refresh rate can't even keep up, this introduces an effective lag? Maybe I am one of the lucky ones, since I played this space shooter on my GearVR for about half an hour which was all constant head moving, left right, up, down, and *really fast* (that's how you aim) with no problems.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
There's a couple points that should be clarified: Yes, higher refresh rate is smoother. Some will notice, some won't. The bigger issue with refresh rate is a lot of people are bothered by the flicker at even 75hz. You need to remember, this isn't sample and hold. The screen is flashed briefly, then the screen turns off till the next frame is drawn. So you have the old CRT strobing effect happening. The vast majority are fine at 90hz. This is kind of a magic number for all but the extreme outliers. It's why Oculus and Vive both settled there.
Not holding that min framerate is a separate issue. You should be able to twist and turn your head to your heart's content if the framerate is there. The problem is when you drop a frame. When the brain doesn't get that updated info, and your head is turning, it's a nasty sensation to most. Personally, I not only think it makes the FPS count seem like it's 5 fps (when it's not that bad), but it's just something that's extremely uncomfortable. It's not something that would make me throw up, but it's certainly physically uncomfortable. It's like a digitized kick in the head for me. It's a very surreal sensation that you quickly learn to avoid.
I must be 'lucky' since, on my GearVR at least, I don't notice flicker at all. Maybe my years of 3DVision gaming have hardened me to it :-)
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Even within Oculus, I know they always talk how either Brendan Iribe or Nate Mitchell will get headaches within 2 minutes with the Gear VR. And even that the DK2 bothered him. He couldn't use it symptom free until 90hz and CB.
It's really not something you consciously notice, but those with issues will quickly develop headaches from it. I have no issues with 60hz flicker either.
Oculus cv1 looks actually much better than gear vr depsite somehwat inferior specs on paper. Screendoor effect thats present on gear vr is basically gone on cv1 despite much larger fov and lower resolution. I really had to struggle to find it and you can still see it faintly on white backround for example. Screen clarity is also much better on cv1. To me, s6 with gear vr feels like a toy compared to cv1 prototype. I've only had about hour with both but those were my impressions. I probably would not play pc games on gear vr if it was possible but on cv1, absolutely.