[Review] 3D Vision Surround vs. Oculus Rift Development Kit 2
2 / 5
Sehr interessanter Bericht. Dankeschön! Ich wünschte, ich könnte auf Deutsch fortfahren, aber...;)
Very interesting review. I didn't have the chance to try OR yet. Your statement confirmed my assumption that I won't be overwhelmed by this VR experience. I already had my "revelation" some years ago when I saw 3DVision for the first time and some months ago when I tried my "poor people's OR". Reading enthusiastic reports about the immersive experience OR offers I have made an experiment with my 3DVision bundle (Samsung SyncMaster 2233RZ, first generation goggles). I have made blinders for the 3DVision goggles so that everything is black but the view through the shutter glasses. Then I placed the monitor so close to my eyes that it almost covers the complete field of vision through the shutter glasses. So I see nothing else but the S3D monitor. Although I was used to S3D gaming this setting offered something new to me and in the first minutes I indeed felt some of the symptoms described by OR testers (desorientation, dizziness). And in comparison to my earlier setting the visual isolation from the real world and increased field of view for me significantly boosted the immersion into the game. I can't deny that regarding the graphic quality it feels like looking through diving goggles covered with a fly screen ;) But nevertheless I feel much more sucked into VR than looking at a distant monitor on a desk surrounded by my every day's environment. So actually I play most of time using this "low tec OR" setting.
I can imagine that compared to my old monitor setting even the DK1 OR would have impressed me. But now that I got used to my "self made 3DVision VR" I fear that OR for me could only be an improvement regarding the quality - but not "a complete new dimension". So I will wait until this improvement is really significant and I think I won't buy the first generation of OR.
Regarding the media hype around OR I'm sure that it will have a similar fate as the Nintendo 3DS. In the beginning the same computermagazine editors that used to bash 3DVision were extremly exited about the possibility to play in 3D without these "awful shutter glasses". Meanwhile the same editors proclaim that they turn off 3D immediately and play 3DS without this "useless gimmick"...
Sehr interessanter Bericht. Dankeschön! Ich wünschte, ich könnte auf Deutsch fortfahren, aber...;)
Very interesting review. I didn't have the chance to try OR yet. Your statement confirmed my assumption that I won't be overwhelmed by this VR experience. I already had my "revelation" some years ago when I saw 3DVision for the first time and some months ago when I tried my "poor people's OR". Reading enthusiastic reports about the immersive experience OR offers I have made an experiment with my 3DVision bundle (Samsung SyncMaster 2233RZ, first generation goggles). I have made blinders for the 3DVision goggles so that everything is black but the view through the shutter glasses. Then I placed the monitor so close to my eyes that it almost covers the complete field of vision through the shutter glasses. So I see nothing else but the S3D monitor. Although I was used to S3D gaming this setting offered something new to me and in the first minutes I indeed felt some of the symptoms described by OR testers (desorientation, dizziness). And in comparison to my earlier setting the visual isolation from the real world and increased field of view for me significantly boosted the immersion into the game. I can't deny that regarding the graphic quality it feels like looking through diving goggles covered with a fly screen ;) But nevertheless I feel much more sucked into VR than looking at a distant monitor on a desk surrounded by my every day's environment. So actually I play most of time using this "low tec OR" setting.
I can imagine that compared to my old monitor setting even the DK1 OR would have impressed me. But now that I got used to my "self made 3DVision VR" I fear that OR for me could only be an improvement regarding the quality - but not "a complete new dimension". So I will wait until this improvement is really significant and I think I won't buy the first generation of OR.
Regarding the media hype around OR I'm sure that it will have a similar fate as the Nintendo 3DS. In the beginning the same computermagazine editors that used to bash 3DVision were extremly exited about the possibility to play in 3D without these "awful shutter glasses". Meanwhile the same editors proclaim that they turn off 3D immediately and play 3DS without this "useless gimmick"...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
[quote="helifax"][quote="VMJ_Brecht"]Do you have to justify your expensive rig, because of the Oculus Rift/VR? Or you are that kind of ppl, that need to say something against some new hyped stuff?
Fakt is, OR/VR get a bigger support and its cheaper as a 3 Monitor Setup...face it :)
An what do u expect as a 3D user? More 3D? its about the seemlees immersion and headtracking.
I think even if i had my VR ill use my 3D Vison further.
But anyway, i dont understand your article.
[/quote]
My friend,
I am also a 3D Surround User. I even fix games (that offer direct support) to run in Surround resolutions. If you don't know you can check https://www.widescreenfixer.org/ and http://3dsurroundgaming.com/
I also tried the VR1 kit and was totally unimpressed.... At the time there weren't many games that supported it anyway. Now I see the same thing.... NOT many games support it and if they DO, a lot of effects are disabled or some shiet....
Have you even tried to see a game in proper 3D (with 3D Vision & HelixMod/3DMigoto) and compare it to the Rift?
If the RIFT had the support you boast it has I would instantly migrate to it and fix games there...but it hasn't, plus the hardware at the moment is below average IMO. Can't say what it will be in the future though.... But remember one universal rule..."You have what you pay for"
:)[/quote]
First, i own a 3D Vision Set since over an year and totaly love it. I use Helix fixes and so on.
Second, didt u read the full post in german? He didnt translate all.
The article is very subjektiv!
So, imo, u cant compare this techniks at the moment, one is in its end, one in the beginning.
As i say, what do you expect from OR? As a 3D User less the an "normal" User, but think about the seemlees headtracking.
But in few weeks, ill can give a Review too, but my expectations are from an other kind.
Hows is the immersion/headtracking/seemless view. And then i will take a look at the 3D.
I dont expect a "wow" at dk2. But i still "wow" at 3 D Vision :-)
VMJ_Brecht said:Do you have to justify your expensive rig, because of the Oculus Rift/VR? Or you are that kind of ppl, that need to say something against some new hyped stuff?
Fakt is, OR/VR get a bigger support and its cheaper as a 3 Monitor Setup...face it :)
An what do u expect as a 3D user? More 3D? its about the seemlees immersion and headtracking.
I think even if i had my VR ill use my 3D Vison further.
I also tried the VR1 kit and was totally unimpressed.... At the time there weren't many games that supported it anyway. Now I see the same thing.... NOT many games support it and if they DO, a lot of effects are disabled or some shiet....
Have you even tried to see a game in proper 3D (with 3D Vision & HelixMod/3DMigoto) and compare it to the Rift?
If the RIFT had the support you boast it has I would instantly migrate to it and fix games there...but it hasn't, plus the hardware at the moment is below average IMO. Can't say what it will be in the future though.... But remember one universal rule..."You have what you pay for"
:)
First, i own a 3D Vision Set since over an year and totaly love it. I use Helix fixes and so on.
Second, didt u read the full post in german? He didnt translate all.
The article is very subjektiv!
So, imo, u cant compare this techniks at the moment, one is in its end, one in the beginning.
As i say, what do you expect from OR? As a 3D User less the an "normal" User, but think about the seemlees headtracking.
But in few weeks, ill can give a Review too, but my expectations are from an other kind.
Hows is the immersion/headtracking/seemless view. And then i will take a look at the 3D.
I dont expect a "wow" at dk2. But i still "wow" at 3 D Vision :-)
The comments expressed here are not surprising.
While there's a possibility of better immersion from blocking the real world out and adding head tracking, the sheer weight and discomfort of that goggle thing coupled with the current screen door visual effect would place the user experience to something less than other 3D solutions currently available.
I predict that many of those who eventually try one of the VR setups will ditch it for the superior comfort of passive (or even active glasses) and those who currently whine/complain about the passive and active glasses may recognize the obvious increased discomfort of the VR setups and never try it.
While there's a possibility of better immersion from blocking the real world out and adding head tracking, the sheer weight and discomfort of that goggle thing coupled with the current screen door visual effect would place the user experience to something less than other 3D solutions currently available.
I predict that many of those who eventually try one of the VR setups will ditch it for the superior comfort of passive (or even active glasses) and those who currently whine/complain about the passive and active glasses may recognize the obvious increased discomfort of the VR setups and never try it.
In the first sentences I mentioned that my review is based on 2 years 3D Vision (Surround) experience.
For sure my sight of view can't be 100% objective. But you'll never get reviews without any subjective argumentations.
But don't worry, that's just human.
In the first sentences I mentioned that my review is based on 2 years 3D Vision (Surround) experience.
For sure my sight of view can't be 100% objective. But you'll never get reviews without any subjective argumentations.
But don't worry, that's just human.
A question: 3D Vision is often combined with a miniaturization effect especially in 3rd person games. To get a maximum of depth the appropriate convergence setting places the character near the monitor level. So the character looks like a puppet that is as tall as the monitor itself.
Does OR prevent this miniaturization?
A question: 3D Vision is often combined with a miniaturization effect especially in 3rd person games. To get a maximum of depth the appropriate convergence setting places the character near the monitor level. So the character looks like a puppet that is as tall as the monitor itself.
Does OR prevent this miniaturization?
My original display name is 3d4dd - for some reason Nvidia changed it..?!
@OP
Nice write up.
I kind of agree with headtracking being a gimmick. Id trade a higher res version for headtracking any day of the week. Its kind of funny because they need LCD for high responsiveness for motion due to headtracking so they cant go with DLP but DLP would get rid of the pixelization issue. Its not really the resolution which causes the screen door effect, at least not entirely. Its Pixel fill rate.
The problem with headtracking is its cool while you have it but your limited by being tethered and just sitting at a desk. It might be different with a device like Omni https://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-game
But... that remains to be seen and tbh I have no idea how that handls cable management/responsiveness/etc
@3d4dd
Miniaturization/toyification has to do with certain peoples preference to high convergence at high depth settings.
This can't be prevented unless you use lower settings even with oculus rift.
The 3D effect is not different on Rift compared to 3D vision [1:1] UNLESS developers lock it which most have.
@OP
Nice write up.
I kind of agree with headtracking being a gimmick. Id trade a higher res version for headtracking any day of the week. Its kind of funny because they need LCD for high responsiveness for motion due to headtracking so they cant go with DLP but DLP would get rid of the pixelization issue. Its not really the resolution which causes the screen door effect, at least not entirely. Its Pixel fill rate.
The problem with headtracking is its cool while you have it but your limited by being tethered and just sitting at a desk. It might be different with a device like Omni https://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-game But... that remains to be seen and tbh I have no idea how that handls cable management/responsiveness/etc
@3d4dd
Miniaturization/toyification has to do with certain peoples preference to high convergence at high depth settings.
This can't be prevented unless you use lower settings even with oculus rift.
The 3D effect is not different on Rift compared to 3D vision [1:1] UNLESS developers lock it which most have.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
very interesting observations here. My hype level for the Rift definitely hit a reality check after reading this thread. Very eager to try it still but will approach it more coolly.
Now, one of the big annoyances with 3DV for me is cross-talk. In many games I'll crank up the convergence for better 3D but it comes at a price of cross-talk. I'm guessing it's non-existent on the Rift, since the lenses are right in front of your eye?
very interesting observations here. My hype level for the Rift definitely hit a reality check after reading this thread. Very eager to try it still but will approach it more coolly.
Now, one of the big annoyances with 3DV for me is cross-talk. In many games I'll crank up the convergence for better 3D but it comes at a price of cross-talk. I'm guessing it's non-existent on the Rift, since the lenses are right in front of your eye?
Don´t get me wrong, OR is nice, got a lot of potential and will be an fantastic experience for people who haven´t seen 3D before. But it`ll take time and 4k to call it a nearly perfect gaming experience. No reason for hyping a Developing Kit at this level.
A few words about my testroundup:
My OR DK2 top 3 and suggestions to be tested/played are ...
Half Life 2
War Thunder (nice for testing head and positional tracking)
Ocean Rift Demo
I also entrust OR beginners having a break after 5-10 minutes playing. Ingame you don´t sense this motion sickness. You just realize this after putting off the OR Kit.
Im used to play 3D Vision @ max depth and convergence for hours without any side effects. But this "training" doesn´t shelter me from heavy motion sickness after playing 30 minutes Half Life 2 @ OR. It´s absolutely different for my senses. It takes 3-4 hours to get this uncomfortable sickness out of my head/brain/body.
But that`s another point of subjective aspect of my review ... we are different, try it out by yourself.
OR developers were talking about this problem that is no problem working with this kit hours a day.
This will also be an interesting aspect to be handled for CV1.
Don´t get me wrong, OR is nice, got a lot of potential and will be an fantastic experience for people who haven´t seen 3D before. But it`ll take time and 4k to call it a nearly perfect gaming experience. No reason for hyping a Developing Kit at this level.
A few words about my testroundup:
My OR DK2 top 3 and suggestions to be tested/played are ...
Half Life 2
War Thunder (nice for testing head and positional tracking)
Ocean Rift Demo
I also entrust OR beginners having a break after 5-10 minutes playing. Ingame you don´t sense this motion sickness. You just realize this after putting off the OR Kit.
Im used to play 3D Vision @ max depth and convergence for hours without any side effects. But this "training" doesn´t shelter me from heavy motion sickness after playing 30 minutes Half Life 2 @ OR. It´s absolutely different for my senses. It takes 3-4 hours to get this uncomfortable sickness out of my head/brain/body.
But that`s another point of subjective aspect of my review ... we are different, try it out by yourself.
OR developers were talking about this problem that is no problem working with this kit hours a day.
This will also be an interesting aspect to be handled for CV1.
[quote="eqzitara"]
Miniaturization/toyification has to do with certain peoples preference to high convergence at high depth settings.
This can't be prevented unless you use lower settings even with oculus rift.
The 3D effect is not different on Rift compared to 3D vision [1:1] UNLESS developers lock it which most have.[/quote]
I always thought that miniaturization/toyification also depends on the monitor's size and distance as this defines the size of virtual objects in relation to Your real world environment. If a virtual object is placed at monitor depth its size and distance to the viewer is defined by the size of the monitor and the monitor's distance to the viewer. So a character on a 22' monitor on Your desk looks like a puppet whereas a character on a silver screen in a cinema looks like a giant when they are virtually placed at screen depth. I think You could enlarge the size of a virtual object if You decrease convergence (push them behind the screen) and increase depth (to prevent the scenario from looking flat). But increasing depth on a 3D monitor causes issues like crosstalking and seeing most parts of the scenario with only one eye because of the limited field of view. I thought that OR could overcome these limitations of a monitor as some testers described that they where frightened by the "huge natural size monsters" they saw in VR. It would be quite disappointing for me if the price for this perception would be very low depth and convergence settings and if the settings are locked to this level. 3DVision games with locked convergence setting looked very shallow and me as one of the "depth junkies" couldn't really enjoy them.
eqzitara said:
Miniaturization/toyification has to do with certain peoples preference to high convergence at high depth settings.
This can't be prevented unless you use lower settings even with oculus rift.
The 3D effect is not different on Rift compared to 3D vision [1:1] UNLESS developers lock it which most have.
I always thought that miniaturization/toyification also depends on the monitor's size and distance as this defines the size of virtual objects in relation to Your real world environment. If a virtual object is placed at monitor depth its size and distance to the viewer is defined by the size of the monitor and the monitor's distance to the viewer. So a character on a 22' monitor on Your desk looks like a puppet whereas a character on a silver screen in a cinema looks like a giant when they are virtually placed at screen depth. I think You could enlarge the size of a virtual object if You decrease convergence (push them behind the screen) and increase depth (to prevent the scenario from looking flat). But increasing depth on a 3D monitor causes issues like crosstalking and seeing most parts of the scenario with only one eye because of the limited field of view. I thought that OR could overcome these limitations of a monitor as some testers described that they where frightened by the "huge natural size monsters" they saw in VR. It would be quite disappointing for me if the price for this perception would be very low depth and convergence settings and if the settings are locked to this level. 3DVision games with locked convergence setting looked very shallow and me as one of the "depth junkies" couldn't really enjoy them.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Hi 3d4dd,
I don't know if Eqzitara speaks from experience, but from earlier discussions where I had the same question as you, it does not look too hopeful:
https://forums.geforce.com/default/topic/658572/3d-vision/elite-dangerous-alpha-just-tried-3dvision/post/4275353/#4275353
Beyond all the hype, I was just curious whether OR could at least be used as we use our current 3D Vision setups, with no downsides and only the benefit of having a "bigger" screen, more isolated from the real world, and with no ghosting due to one screen per eye.
But from the discussion in this post and elsewhere, it looks more and more that experienced users of 3D Vision will not find many benefits in VR, at least not in the near future.
For me personally, regardless of the "immersion" factor VR brings, a fixed depth/convergenge setting will make the device a total mockery.
We must wait and see, I'm sure OR will pass through many iterations/phases, even before a CV1 perhaps. We must be confident that with the talent they have now on that team they should be very knowledgeable regarding stereo 3D in general and will pursue the best possible solution eventually.
Hi 3d4dd,
I don't know if Eqzitara speaks from experience, but from earlier discussions where I had the same question as you, it does not look too hopeful:
https://forums.geforce.com/default/topic/658572/3d-vision/elite-dangerous-alpha-just-tried-3dvision/post/4275353/#4275353
Beyond all the hype, I was just curious whether OR could at least be used as we use our current 3D Vision setups, with no downsides and only the benefit of having a "bigger" screen, more isolated from the real world, and with no ghosting due to one screen per eye.
But from the discussion in this post and elsewhere, it looks more and more that experienced users of 3D Vision will not find many benefits in VR, at least not in the near future.
For me personally, regardless of the "immersion" factor VR brings, a fixed depth/convergenge setting will make the device a total mockery.
We must wait and see, I'm sure OR will pass through many iterations/phases, even before a CV1 perhaps. We must be confident that with the talent they have now on that team they should be very knowledgeable regarding stereo 3D in general and will pursue the best possible solution eventually.
the thing I'm missing from that review is that it's probably lacking proper testing of the currently best two experiences with OR DK2: Sightline the chair and Elite Dangerous. I've read many reviews in reddit where people were only really impressed with DK2 only when they tried any of those. War Thunder currently lacks positional tracking, Ocean Rift is good but nowhere close to those two, Half Life 2 is apparently really good, so that's a valid point of comparison, still I wish you had tried any of those two to get a review of those from a 3d vision user's point of view.
About toyfication, it simply doesn't work with OR. For example in Vorpx you can increase the 3d strength, but in OR you really want everything to be at the right scale, it feels wrong otherwise, it's hard to explain without trying it.
A bit of heads up about OR since The Rift MMORPG now has OR support, check [url]http://forums.riftgame.com/general-discussions/public-test-shard/435836-experimental-oculus-support.html#post4882760[/url] This could be interesting for 3d vision users too since maybe now it renders properly with 3d vision too.
the thing I'm missing from that review is that it's probably lacking proper testing of the currently best two experiences with OR DK2: Sightline the chair and Elite Dangerous. I've read many reviews in reddit where people were only really impressed with DK2 only when they tried any of those. War Thunder currently lacks positional tracking, Ocean Rift is good but nowhere close to those two, Half Life 2 is apparently really good, so that's a valid point of comparison, still I wish you had tried any of those two to get a review of those from a 3d vision user's point of view.
About toyfication, it simply doesn't work with OR. For example in Vorpx you can increase the 3d strength, but in OR you really want everything to be at the right scale, it feels wrong otherwise, it's hard to explain without trying it.
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
I personally think Live for Speed is the best (or Radial G if you want an arcade game built for a controller).
Live for Speed/Radial G and using that desktop app to turn the Rift into a 90 degree FOV imax screen (watching GoPro videos on youtube) are the two things that have impressed me immensely. The imax thing for it's casual potential with CV2.
Disagree about how the head tracking is worthless. It's the thing that makes VR so cool (when it clicks in this flawed state). Being able to sit in the cockpit of a race car and have your 3D car physically surround your entire body is just too awesome. It's finally allowed my brain to drive sims like I drive in real life. My brain finally understands the car's positioning in relation to the track. And as a result, I've finally taken the jump where I can drive fast and consistently.
I personally think Live for Speed is the best (or Radial G if you want an arcade game built for a controller).
Live for Speed/Radial G and using that desktop app to turn the Rift into a 90 degree FOV imax screen (watching GoPro videos on youtube) are the two things that have impressed me immensely. The imax thing for it's casual potential with CV2.
Disagree about how the head tracking is worthless. It's the thing that makes VR so cool (when it clicks in this flawed state). Being able to sit in the cockpit of a race car and have your 3D car physically surround your entire body is just too awesome. It's finally allowed my brain to drive sims like I drive in real life. My brain finally understands the car's positioning in relation to the track. And as a result, I've finally taken the jump where I can drive fast and consistently.
Meanwhile, your savior is here:
http://www.vrvana.com/
xD
-Handles most of the work instead of your PC
-You don't have to wear your glasses
-You can see the outside without taking off the headset
-crisp 1080p oled lenses
-xinput emulation
Pure Epicness.
-Handles most of the work instead of your PC
-You don't have to wear your glasses
-You can see the outside without taking off the headset
-crisp 1080p oled lenses
-xinput emulation
Pure Epicness.
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
Very interesting review. I didn't have the chance to try OR yet. Your statement confirmed my assumption that I won't be overwhelmed by this VR experience. I already had my "revelation" some years ago when I saw 3DVision for the first time and some months ago when I tried my "poor people's OR". Reading enthusiastic reports about the immersive experience OR offers I have made an experiment with my 3DVision bundle (Samsung SyncMaster 2233RZ, first generation goggles). I have made blinders for the 3DVision goggles so that everything is black but the view through the shutter glasses. Then I placed the monitor so close to my eyes that it almost covers the complete field of vision through the shutter glasses. So I see nothing else but the S3D monitor. Although I was used to S3D gaming this setting offered something new to me and in the first minutes I indeed felt some of the symptoms described by OR testers (desorientation, dizziness). And in comparison to my earlier setting the visual isolation from the real world and increased field of view for me significantly boosted the immersion into the game. I can't deny that regarding the graphic quality it feels like looking through diving goggles covered with a fly screen ;) But nevertheless I feel much more sucked into VR than looking at a distant monitor on a desk surrounded by my every day's environment. So actually I play most of time using this "low tec OR" setting.
I can imagine that compared to my old monitor setting even the DK1 OR would have impressed me. But now that I got used to my "self made 3DVision VR" I fear that OR for me could only be an improvement regarding the quality - but not "a complete new dimension". So I will wait until this improvement is really significant and I think I won't buy the first generation of OR.
Regarding the media hype around OR I'm sure that it will have a similar fate as the Nintendo 3DS. In the beginning the same computermagazine editors that used to bash 3DVision were extremly exited about the possibility to play in 3D without these "awful shutter glasses". Meanwhile the same editors proclaim that they turn off 3D immediately and play 3DS without this "useless gimmick"...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
First, i own a 3D Vision Set since over an year and totaly love it. I use Helix fixes and so on.
Second, didt u read the full post in german? He didnt translate all.
The article is very subjektiv!
So, imo, u cant compare this techniks at the moment, one is in its end, one in the beginning.
As i say, what do you expect from OR? As a 3D User less the an "normal" User, but think about the seemlees headtracking.
But in few weeks, ill can give a Review too, but my expectations are from an other kind.
Hows is the immersion/headtracking/seemless view. And then i will take a look at the 3D.
I dont expect a "wow" at dk2. But i still "wow" at 3 D Vision :-)
While there's a possibility of better immersion from blocking the real world out and adding head tracking, the sheer weight and discomfort of that goggle thing coupled with the current screen door visual effect would place the user experience to something less than other 3D solutions currently available.
I predict that many of those who eventually try one of the VR setups will ditch it for the superior comfort of passive (or even active glasses) and those who currently whine/complain about the passive and active glasses may recognize the obvious increased discomfort of the VR setups and never try it.
i7-2600K-4.5Ghz/Corsair H100i/8GB/GTX780SC-SLI/Win7-64/1200W-PSU/Samsung 840-500GB SSD/Coolermaster-Tower/Benq 1080ST @ 100"
For sure my sight of view can't be 100% objective. But you'll never get reviews without any subjective argumentations.
But don't worry, that's just human.
System: http://www.sysprofile.de/id159419
Nvidia 3D Vision - Virtual Reality - 3D Gaming:
http://www.computerbase.de/forum/showthread.php?t=1546633
Does OR prevent this miniaturization?
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Nice write up.
I kind of agree with headtracking being a gimmick. Id trade a higher res version for headtracking any day of the week. Its kind of funny because they need LCD for high responsiveness for motion due to headtracking so they cant go with DLP but DLP would get rid of the pixelization issue. Its not really the resolution which causes the screen door effect, at least not entirely. Its Pixel fill rate.
The problem with headtracking is its cool while you have it but your limited by being tethered and just sitting at a desk. It might be different with a device like Omni https://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-game
But... that remains to be seen and tbh I have no idea how that handls cable management/responsiveness/etc
@3d4dd
Miniaturization/toyification has to do with certain peoples preference to high convergence at high depth settings.
This can't be prevented unless you use lower settings even with oculus rift.
The 3D effect is not different on Rift compared to 3D vision [1:1] UNLESS developers lock it which most have.
Co-founder of helixmod.blog.com
If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com
Now, one of the big annoyances with 3DV for me is cross-talk. In many games I'll crank up the convergence for better 3D but it comes at a price of cross-talk. I'm guessing it's non-existent on the Rift, since the lenses are right in front of your eye?
A few words about my testroundup:
My OR DK2 top 3 and suggestions to be tested/played are ...
Half Life 2
War Thunder (nice for testing head and positional tracking)
Ocean Rift Demo
I also entrust OR beginners having a break after 5-10 minutes playing. Ingame you don´t sense this motion sickness. You just realize this after putting off the OR Kit.
Im used to play 3D Vision @ max depth and convergence for hours without any side effects. But this "training" doesn´t shelter me from heavy motion sickness after playing 30 minutes Half Life 2 @ OR. It´s absolutely different for my senses. It takes 3-4 hours to get this uncomfortable sickness out of my head/brain/body.
But that`s another point of subjective aspect of my review ... we are different, try it out by yourself.
OR developers were talking about this problem that is no problem working with this kit hours a day.
This will also be an interesting aspect to be handled for CV1.
System: http://www.sysprofile.de/id159419
Nvidia 3D Vision - Virtual Reality - 3D Gaming:
http://www.computerbase.de/forum/showthread.php?t=1546633
I always thought that miniaturization/toyification also depends on the monitor's size and distance as this defines the size of virtual objects in relation to Your real world environment. If a virtual object is placed at monitor depth its size and distance to the viewer is defined by the size of the monitor and the monitor's distance to the viewer. So a character on a 22' monitor on Your desk looks like a puppet whereas a character on a silver screen in a cinema looks like a giant when they are virtually placed at screen depth. I think You could enlarge the size of a virtual object if You decrease convergence (push them behind the screen) and increase depth (to prevent the scenario from looking flat). But increasing depth on a 3D monitor causes issues like crosstalking and seeing most parts of the scenario with only one eye because of the limited field of view. I thought that OR could overcome these limitations of a monitor as some testers described that they where frightened by the "huge natural size monsters" they saw in VR. It would be quite disappointing for me if the price for this perception would be very low depth and convergence settings and if the settings are locked to this level. 3DVision games with locked convergence setting looked very shallow and me as one of the "depth junkies" couldn't really enjoy them.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
I don't know if Eqzitara speaks from experience, but from earlier discussions where I had the same question as you, it does not look too hopeful:
https://forums.geforce.com/default/topic/658572/3d-vision/elite-dangerous-alpha-just-tried-3dvision/post/4275353/#4275353
Beyond all the hype, I was just curious whether OR could at least be used as we use our current 3D Vision setups, with no downsides and only the benefit of having a "bigger" screen, more isolated from the real world, and with no ghosting due to one screen per eye.
But from the discussion in this post and elsewhere, it looks more and more that experienced users of 3D Vision will not find many benefits in VR, at least not in the near future.
For me personally, regardless of the "immersion" factor VR brings, a fixed depth/convergenge setting will make the device a total mockery.
We must wait and see, I'm sure OR will pass through many iterations/phases, even before a CV1 perhaps. We must be confident that with the talent they have now on that team they should be very knowledgeable regarding stereo 3D in general and will pursue the best possible solution eventually.
About toyfication, it simply doesn't work with OR. For example in Vorpx you can increase the 3d strength, but in OR you really want everything to be at the right scale, it feels wrong otherwise, it's hard to explain without trying it.
A bit of heads up about OR since The Rift MMORPG now has OR support, check http://forums.riftgame.com/general-discussions/public-test-shard/435836-experimental-oculus-support.html#post4882760 This could be interesting for 3d vision users too since maybe now it renders properly with 3d vision too.
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
Live for Speed/Radial G and using that desktop app to turn the Rift into a 90 degree FOV imax screen (watching GoPro videos on youtube) are the two things that have impressed me immensely. The imax thing for it's casual potential with CV2.
Disagree about how the head tracking is worthless. It's the thing that makes VR so cool (when it clicks in this flawed state). Being able to sit in the cockpit of a race car and have your 3D car physically surround your entire body is just too awesome. It's finally allowed my brain to drive sims like I drive in real life. My brain finally understands the car's positioning in relation to the track. And as a result, I've finally taken the jump where I can drive fast and consistently.
http://www.vrvana.com/
xD
-Handles most of the work instead of your PC
-You don't have to wear your glasses
-You can see the outside without taking off the headset
-crisp 1080p oled lenses
-xinput emulation
Pure Epicness.
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate