I figure 3D Vision is already the bleeding edge of PC gaming - I'm sure we're less than 1% of the gaming population.
So this is probably the same crowd that would jump on something like a totally-not-consumer-ready version of the Oculus Rift.
That's just what I did when I received my Oculus Rift DK1 this week.
My thoughts can be summed up in two bulletpoints:
- Amazing
- Barftastic
A few more detailed bullets:
- The screen door effect at this res is worse than you've heard or imagined. Like whatever you've prepared yourself for, double that. The good part is, it STILL doesn't matter and you'll get immersed fairly quickly, even at this res.
- The FOV is so wide that it becomes nonexistent to your mind. It just becomes your new reality.
- The Unity engine (which many of the demos are built with) is so incredibly fugly. People make commercial games with this engine?
- The head tracking is perfectly precise
- You can look OVER YOUR SHOULDER at things. I guess this should have been obvious to me, but no one really talks about this, and it's amazing
- Some of the games/demos play with a virtual experience *within* the virtual experience, which is so Inception-y and really adds to the immersion. For example, in some games/apps you can look around the world, but then have a HUD that "stays" with your head, so you feel like you have Terminator-eyes in the virtual world.
- People have developed 360-degree stereoscopic camera rigs, so you can look all around a scene (amazing) and even binaural sound so what you hear changes based on the direction you're looking!
Best Experiences:
- Half Life 2 / Team Fortress 2 (I think it's because they're worlds we're already familiar with, so experiencing them in this way is mind-blowing). It's also the most nausea-inducing, unfortunately. In either game I didn't last more than 5 minutes, even though I was having a great time.
- VR Cinema
Sit in the third row of the cinema and I swear to you, you're in a movie theater staring a three-story high screen. It plays 2D *and* 3D movies (which is stereoscopy within stereoscopy - so cool). I can see an HD consumer version of this device putting a serious dent in solo home theater experiences. There is a competing app that even has "multiplayer" for watching the same movie with others
3D Vision Advantages:
- Stereoscopic depth - I don't know the technical reasons why Oculus isn't "deeper" (about 1/2 of 3DV) especially since it's "purer" stereoscopy (no on/off trickery like shutters or polarization)
- You don't get sick
- Less obstrusive/annoying amount of gear to set up
I've seen one or two people post on here before that got one a while back, but has anyone gotten one or tried it since then?
I figure 3D Vision is already the bleeding edge of PC gaming - I'm sure we're less than 1% of the gaming population.
So this is probably the same crowd that would jump on something like a totally-not-consumer-ready version of the Oculus Rift.
That's just what I did when I received my Oculus Rift DK1 this week.
My thoughts can be summed up in two bulletpoints:
- Amazing
- Barftastic
A few more detailed bullets:
- The screen door effect at this res is worse than you've heard or imagined. Like whatever you've prepared yourself for, double that. The good part is, it STILL doesn't matter and you'll get immersed fairly quickly, even at this res.
- The FOV is so wide that it becomes nonexistent to your mind. It just becomes your new reality.
- The Unity engine (which many of the demos are built with) is so incredibly fugly. People make commercial games with this engine?
- The head tracking is perfectly precise
- You can look OVER YOUR SHOULDER at things. I guess this should have been obvious to me, but no one really talks about this, and it's amazing
- Some of the games/demos play with a virtual experience *within* the virtual experience, which is so Inception-y and really adds to the immersion. For example, in some games/apps you can look around the world, but then have a HUD that "stays" with your head, so you feel like you have Terminator-eyes in the virtual world.
- People have developed 360-degree stereoscopic camera rigs, so you can look all around a scene (amazing) and even binaural sound so what you hear changes based on the direction you're looking!
Best Experiences:
- Half Life 2 / Team Fortress 2 (I think it's because they're worlds we're already familiar with, so experiencing them in this way is mind-blowing). It's also the most nausea-inducing, unfortunately. In either game I didn't last more than 5 minutes, even though I was having a great time.
- VR Cinema
Sit in the third row of the cinema and I swear to you, you're in a movie theater staring a three-story high screen. It plays 2D *and* 3D movies (which is stereoscopy within stereoscopy - so cool). I can see an HD consumer version of this device putting a serious dent in solo home theater experiences. There is a competing app that even has "multiplayer" for watching the same movie with others
3D Vision Advantages:
- Stereoscopic depth - I don't know the technical reasons why Oculus isn't "deeper" (about 1/2 of 3DV) especially since it's "purer" stereoscopy (no on/off trickery like shutters or polarization)
- You don't get sick
- Less obstrusive/annoying amount of gear to set up
I've seen one or two people post on here before that got one a while back, but has anyone gotten one or tried it since then?
I do but haven't used it past 6+ months ago. Besides Source engine there really isnt that much of content I am actually interested in. Not that I have a problem with indies but alot of the games only hook is that its on Rift. Lots of games I'd spend maybe a few minutes playing just see how the "world" looks but not enough to bother hooking it all up again to bother.
I do but haven't used it past 6+ months ago. Besides Source engine there really isnt that much of content I am actually interested in. Not that I have a problem with indies but alot of the games only hook is that its on Rift. Lots of games I'd spend maybe a few minutes playing just see how the "world" looks but not enough to bother hooking it all up again to bother.
I hear you - not only are they indies but most are "oh my gosh that looks horrible"-indies. I think the app that'll get the most play for me is the cinema, just because I love movies so much.
I still haven't played a good racing game with it. Most of the Oculus-ready ones are the ones made for those guys that have full car controls in their homes (extremely simulation-based).
I'd love to try something arcadey like Burnout on it
I hear you - not only are they indies but most are "oh my gosh that looks horrible"-indies. I think the app that'll get the most play for me is the cinema, just because I love movies so much.
I still haven't played a good racing game with it. Most of the Oculus-ready ones are the ones made for those guys that have full car controls in their homes (extremely simulation-based).
I'd love to try something arcadey like Burnout on it
I also have one, but haven't turned it on for 6 months either. Too primitive. Interesting, and makes for a great demo, but not that good for longer term play, compared to my projector.
I played Aaaa for the Awesome a bit, since they put some real effort into making it work, and I figured the low res and blurring wouldn't matter as much, but it was still disappointing to me. With the game motion blur while falling, and the smearing effect, the low-res, and the screen door- I kept running into stuff because I just couldn't see well enough.
Here's a thread where we talk about it in more depth:
[url]https://forums.geforce.com/default/topic/545356/oculus-rift-first-impressions/[/url]
I also have one, but haven't turned it on for 6 months either. Too primitive. Interesting, and makes for a great demo, but not that good for longer term play, compared to my projector.
I played Aaaa for the Awesome a bit, since they put some real effort into making it work, and I figured the low res and blurring wouldn't matter as much, but it was still disappointing to me. With the game motion blur while falling, and the smearing effect, the low-res, and the screen door- I kept running into stuff because I just couldn't see well enough.
Here's a thread where we talk about it in more depth:
I love mine too, check http://www.reddit.com/r/oculus for lots of OR related news. I recently tried Hard Reset with Tridef and my new 7970 and it's amazing, you feel like you're inside blade runner!
I love mine too, check http://www.reddit.com/r/oculus for lots of OR related news. I recently tried Hard Reset with Tridef and my new 7970 and it's amazing, you feel like you're inside blade runner!
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
[quote="danielmalvarado"]- The screen door effect at this res is worse than you've heard or imagined. Like whatever you've prepared yourself for, double that. The good part is, it STILL doesn't matter and you'll get immersed fairly quickly, even at this res.
- The FOV is so wide that it becomes nonexistent to your mind. It just becomes your new reality.[/quote]I had a Rift for a week or so and and I kind of had the opposite impression on these 2 points. I found the screendoor not as bad as expected but I was so disappointed in the FOV. I guess, logically, considering the way it works that's all they could do, but people kept saying it takes up nearly your entire vision so I was expecting some kinda magic there. You can get a much better FOV with 3D vision, so I really feel more of a sensation of being inside the game with 3D vision than with the Rift.
Still a big believer in VR as the future of gaming, but right now all it has to it's advantage is the headtracking, and the lower price I suppose.
danielmalvarado said:- The screen door effect at this res is worse than you've heard or imagined. Like whatever you've prepared yourself for, double that. The good part is, it STILL doesn't matter and you'll get immersed fairly quickly, even at this res.
- The FOV is so wide that it becomes nonexistent to your mind. It just becomes your new reality.
I had a Rift for a week or so and and I kind of had the opposite impression on these 2 points. I found the screendoor not as bad as expected but I was so disappointed in the FOV. I guess, logically, considering the way it works that's all they could do, but people kept saying it takes up nearly your entire vision so I was expecting some kinda magic there. You can get a much better FOV with 3D vision, so I really feel more of a sensation of being inside the game with 3D vision than with the Rift.
Still a big believer in VR as the future of gaming, but right now all it has to it's advantage is the headtracking, and the lower price I suppose.
[quote="kludd40"]I had a Rift for a week or so and and I kind of had the opposite impression on these 2 points. I found the screendoor not as bad as expected but I was so disappointed in the FOV. I guess, logically, considering the way it works that's all they could do, but people kept saying it takes up nearly your entire vision so I was expecting some kinda magic there. You can get a much better FOV with 3D vision, so I really feel more of a sensation of being inside the game with 3D vision than with the Rift.
[/quote]
Are you talking about a projector setup? Because even with a 27-inch 3DV monitor, you'd have to have your eyes about 8 inches from the screen to get 110 FOV
kludd40 said:I had a Rift for a week or so and and I kind of had the opposite impression on these 2 points. I found the screendoor not as bad as expected but I was so disappointed in the FOV. I guess, logically, considering the way it works that's all they could do, but people kept saying it takes up nearly your entire vision so I was expecting some kinda magic there. You can get a much better FOV with 3D vision, so I really feel more of a sensation of being inside the game with 3D vision than with the Rift.
Are you talking about a projector setup? Because even with a 27-inch 3DV monitor, you'd have to have your eyes about 8 inches from the screen to get 110 FOV
That's a good point about the projector. I've noted that if people are using projectors, that they tend to be less impressed with Rift. In my case, the FOV is clearly not as wide numerically, but the overall experience is much, much more immersive with my projector.
I've used pretty much all combos for reasonable lengths of time, monitor, Rift, CRT, TVs; and in my humble opinion the absolute pinnacle of gaming today is 3D Vision using a projector and Helix fixes.
That's a good point about the projector. I've noted that if people are using projectors, that they tend to be less impressed with Rift. In my case, the FOV is clearly not as wide numerically, but the overall experience is much, much more immersive with my projector.
I've used pretty much all combos for reasonable lengths of time, monitor, Rift, CRT, TVs; and in my humble opinion the absolute pinnacle of gaming today is 3D Vision using a projector and Helix fixes.
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OP: With regards to stereoscopic depth, this is intentional (for better or worse). If you download the "Oculus Best Practices" manual that Oculus has released for developers, they specifically go into this topic. They're aiming to recreate reality, and in reality, things are most noticable at short distances. At longer distances, you don't have toyification in real life. Which is why they're recommending settings that are much lower than most of us use in 3D Vision.
And I would echo what people are saying right now. That Rift kit is a developer kit in the truest sense. It's for people buidling VR games. So they can test things. It's terrible as a consumer device because it's just not remotely ready for it. The checklist for CV1, though, is going to be mighty impressive. A monitor will still destroy it in the resolution per degree (and image quality as a result), but that thing is going to be awesome.
OP: With regards to stereoscopic depth, this is intentional (for better or worse). If you download the "Oculus Best Practices" manual that Oculus has released for developers, they specifically go into this topic. They're aiming to recreate reality, and in reality, things are most noticable at short distances. At longer distances, you don't have toyification in real life. Which is why they're recommending settings that are much lower than most of us use in 3D Vision.
And I would echo what people are saying right now. That Rift kit is a developer kit in the truest sense. It's for people buidling VR games. So they can test things. It's terrible as a consumer device because it's just not remotely ready for it. The checklist for CV1, though, is going to be mighty impressive. A monitor will still destroy it in the resolution per degree (and image quality as a result), but that thing is going to be awesome.
I have a devkit. I am notusing it at the moment:
1. It's a devkit, not consumer ready.
2. I have a 3 monitor setup, which makes it difficult to switch
3. I have an inmense backlog of games I want to play, that's my nr. 1 priority right know.
FTW: I love the OR!!! (But I need a better version of the Rift)
1. It's a devkit, not consumer ready.
2. I have a 3 monitor setup, which makes it difficult to switch
3. I have an inmense backlog of games I want to play, that's my nr. 1 priority right know.
FTW: I love the OR!!! (But I need a better version of the Rift)
I just did an A/B comparison with the same movie (Gravity 3D SBS 1080p)
A) My Asus VG24QE at 1.5 feet away (approximately 80-degree FOV) with 3D Vision
- Felt like 10 times sharper in resolution
- Stereoscopy felt about 300% more pronounced
B) The Oculus DK1 in the third row of the VR Cinema
- Screendoor effect is even more pronounced when doing an A/B
- Stereoscopy almost non-existent
Despite all of the above, on 3D Vision my reaction was "oh, that's really cool."
On the Oculus, it was "oh my gosh we're going to die". I was so immersed in this mode that I finished watching the film in the VR Cinema.
Paul33993 is exactly right about the stereoscopy - the chairs around me in the VR cinema have way more stereoscopic depth than the giant movie being shown on the screen (because of the virtual movie screen's distance). I hope they address these "best"" practices because based on the activity in the developers' forums, cinema applications are one of (if not the) most popular long-term use of the Oculus.
I just did an A/B comparison with the same movie (Gravity 3D SBS 1080p)
A) My Asus VG24QE at 1.5 feet away (approximately 80-degree FOV) with 3D Vision
- Felt like 10 times sharper in resolution
- Stereoscopy felt about 300% more pronounced
B) The Oculus DK1 in the third row of the VR Cinema
- Screendoor effect is even more pronounced when doing an A/B
- Stereoscopy almost non-existent
Despite all of the above, on 3D Vision my reaction was "oh, that's really cool."
On the Oculus, it was "oh my gosh we're going to die". I was so immersed in this mode that I finished watching the film in the VR Cinema.
Paul33993 is exactly right about the stereoscopy - the chairs around me in the VR cinema have way more stereoscopic depth than the giant movie being shown on the screen (because of the virtual movie screen's distance). I hope they address these "best"" practices because based on the activity in the developers' forums, cinema applications are one of (if not the) most popular long-term use of the Oculus.
I wasn't impressed with mine at all. Trying the devkit practically turned me from a Rift evangelist to a Rift skeptic. I'm selling my unit on ebay as we speak.
[quote="danielmalvarado"]- You can look OVER YOUR SHOULDER at things. I guess this should have been obvious to me, but no one really talks about this, and it's amazing[/quote]I had kind of the exact opposite reaction to this. My reaction was: "WTF? You can ONLY look over your shoulder?!"
For me, VR without free movement in 360 degrees is little more than a silly gimmick. I can't really believe everyone's letting them get away with even calling the current model VR. It's not VR, it's a slightly increased POV where you can fine-tune the image with a little bit of head-tracking.
The way the wired unit forces you to spend 90% of the time facing the same direction was a big turn off for me. It just seems so pointless and robs the experience of any real 'flow'.
Sure, I can stop what I'm doing and crane my neck and look behind me for a few seconds, but then I have to turn back to where I started before I can properly resume gaming. I don't feel like I'm in a virtual world; I feel like I'm sitting at a computer with my hands on a keyboard....same as always.
The screen door was so bad that it ceased being annoying and became merely hilarious. In the end it didn't actually bother me as much as other things.
About the main thing that impressed me was the sheer size of the image. It felt almost like being at IMAX.
Although I wish the Oculus Team well, there are a LOT of things that need to improve before I'll give them any more money. For me, it has to be wireless, with less latency, way better AAA developer adoption, about 5x better resolution, and it has to incorporate a more appropriate control method (ie. some form of motion control, preferably full-body). I doubt something like that will come along before 2017, at this rate.
I wasn't impressed with mine at all. Trying the devkit practically turned me from a Rift evangelist to a Rift skeptic. I'm selling my unit on ebay as we speak.
danielmalvarado said:- You can look OVER YOUR SHOULDER at things. I guess this should have been obvious to me, but no one really talks about this, and it's amazing
I had kind of the exact opposite reaction to this. My reaction was: "WTF? You can ONLY look over your shoulder?!"
For me, VR without free movement in 360 degrees is little more than a silly gimmick. I can't really believe everyone's letting them get away with even calling the current model VR. It's not VR, it's a slightly increased POV where you can fine-tune the image with a little bit of head-tracking.
The way the wired unit forces you to spend 90% of the time facing the same direction was a big turn off for me. It just seems so pointless and robs the experience of any real 'flow'.
Sure, I can stop what I'm doing and crane my neck and look behind me for a few seconds, but then I have to turn back to where I started before I can properly resume gaming. I don't feel like I'm in a virtual world; I feel like I'm sitting at a computer with my hands on a keyboard....same as always.
The screen door was so bad that it ceased being annoying and became merely hilarious. In the end it didn't actually bother me as much as other things.
About the main thing that impressed me was the sheer size of the image. It felt almost like being at IMAX.
Although I wish the Oculus Team well, there are a LOT of things that need to improve before I'll give them any more money. For me, it has to be wireless, with less latency, way better AAA developer adoption, about 5x better resolution, and it has to incorporate a more appropriate control method (ie. some form of motion control, preferably full-body). I doubt something like that will come along before 2017, at this rate.
So this is probably the same crowd that would jump on something like a totally-not-consumer-ready version of the Oculus Rift.
That's just what I did when I received my Oculus Rift DK1 this week.
My thoughts can be summed up in two bulletpoints:
- Amazing
- Barftastic
A few more detailed bullets:
- The screen door effect at this res is worse than you've heard or imagined. Like whatever you've prepared yourself for, double that. The good part is, it STILL doesn't matter and you'll get immersed fairly quickly, even at this res.
- The FOV is so wide that it becomes nonexistent to your mind. It just becomes your new reality.
- The Unity engine (which many of the demos are built with) is so incredibly fugly. People make commercial games with this engine?
- The head tracking is perfectly precise
- You can look OVER YOUR SHOULDER at things. I guess this should have been obvious to me, but no one really talks about this, and it's amazing
- Some of the games/demos play with a virtual experience *within* the virtual experience, which is so Inception-y and really adds to the immersion. For example, in some games/apps you can look around the world, but then have a HUD that "stays" with your head, so you feel like you have Terminator-eyes in the virtual world.
- People have developed 360-degree stereoscopic camera rigs, so you can look all around a scene (amazing) and even binaural sound so what you hear changes based on the direction you're looking!
Best Experiences:
- Half Life 2 / Team Fortress 2 (I think it's because they're worlds we're already familiar with, so experiencing them in this way is mind-blowing). It's also the most nausea-inducing, unfortunately. In either game I didn't last more than 5 minutes, even though I was having a great time.
- VR Cinema
Sit in the third row of the cinema and I swear to you, you're in a movie theater staring a three-story high screen. It plays 2D *and* 3D movies (which is stereoscopy within stereoscopy - so cool). I can see an HD consumer version of this device putting a serious dent in solo home theater experiences. There is a competing app that even has "multiplayer" for watching the same movie with others
3D Vision Advantages:
- Stereoscopic depth - I don't know the technical reasons why Oculus isn't "deeper" (about 1/2 of 3DV) especially since it's "purer" stereoscopy (no on/off trickery like shutters or polarization)
- You don't get sick
- Less obstrusive/annoying amount of gear to set up
I've seen one or two people post on here before that got one a while back, but has anyone gotten one or tried it since then?
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I still haven't played a good racing game with it. Most of the Oculus-ready ones are the ones made for those guys that have full car controls in their homes (extremely simulation-based).
I'd love to try something arcadey like Burnout on it
I played Aaaa for the Awesome a bit, since they put some real effort into making it work, and I figured the low res and blurring wouldn't matter as much, but it was still disappointing to me. With the game motion blur while falling, and the smearing effect, the low-res, and the screen door- I kept running into stuff because I just couldn't see well enough.
Here's a thread where we talk about it in more depth:
https://forums.geforce.com/default/topic/545356/oculus-rift-first-impressions/
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
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
Still a big believer in VR as the future of gaming, but right now all it has to it's advantage is the headtracking, and the lower price I suppose.
Are you talking about a projector setup? Because even with a 27-inch 3DV monitor, you'd have to have your eyes about 8 inches from the screen to get 110 FOV
I've used pretty much all combos for reasonable lengths of time, monitor, Rift, CRT, TVs; and in my humble opinion the absolute pinnacle of gaming today is 3D Vision using a projector and Helix fixes.
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
And I would echo what people are saying right now. That Rift kit is a developer kit in the truest sense. It's for people buidling VR games. So they can test things. It's terrible as a consumer device because it's just not remotely ready for it. The checklist for CV1, though, is going to be mighty impressive. A monitor will still destroy it in the resolution per degree (and image quality as a result), but that thing is going to be awesome.
1. It's a devkit, not consumer ready.
2. I have a 3 monitor setup, which makes it difficult to switch
3. I have an inmense backlog of games I want to play, that's my nr. 1 priority right know.
FTW: I love the OR!!! (But I need a better version of the Rift)
A) My Asus VG24QE at 1.5 feet away (approximately 80-degree FOV) with 3D Vision
- Felt like 10 times sharper in resolution
- Stereoscopy felt about 300% more pronounced
B) The Oculus DK1 in the third row of the VR Cinema
- Screendoor effect is even more pronounced when doing an A/B
- Stereoscopy almost non-existent
Despite all of the above, on 3D Vision my reaction was "oh, that's really cool."
On the Oculus, it was "oh my gosh we're going to die". I was so immersed in this mode that I finished watching the film in the VR Cinema.
Paul33993 is exactly right about the stereoscopy - the chairs around me in the VR cinema have way more stereoscopic depth than the giant movie being shown on the screen (because of the virtual movie screen's distance). I hope they address these "best"" practices because based on the activity in the developers' forums, cinema applications are one of (if not the) most popular long-term use of the Oculus.
I had kind of the exact opposite reaction to this. My reaction was: "WTF? You can ONLY look over your shoulder?!"
For me, VR without free movement in 360 degrees is little more than a silly gimmick. I can't really believe everyone's letting them get away with even calling the current model VR. It's not VR, it's a slightly increased POV where you can fine-tune the image with a little bit of head-tracking.
The way the wired unit forces you to spend 90% of the time facing the same direction was a big turn off for me. It just seems so pointless and robs the experience of any real 'flow'.
Sure, I can stop what I'm doing and crane my neck and look behind me for a few seconds, but then I have to turn back to where I started before I can properly resume gaming. I don't feel like I'm in a virtual world; I feel like I'm sitting at a computer with my hands on a keyboard....same as always.
The screen door was so bad that it ceased being annoying and became merely hilarious. In the end it didn't actually bother me as much as other things.
About the main thing that impressed me was the sheer size of the image. It felt almost like being at IMAX.
Although I wish the Oculus Team well, there are a LOT of things that need to improve before I'll give them any more money. For me, it has to be wireless, with less latency, way better AAA developer adoption, about 5x better resolution, and it has to incorporate a more appropriate control method (ie. some form of motion control, preferably full-body). I doubt something like that will come along before 2017, at this rate.