Here's what Sony thinks of the Oculus Rift.
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[quote="Libertine"][quote="Cookybiscuit"]If they release the consumer version at 720p initially, they are just shooting themselves in the face.[/quote]They'd be shooting everyone in the face who wants immersive gaming. 720p/2 is just way too frikin low. Unless they make known plans to release several higher resolution units quickly afterwards.[/quote] who would buy the lower resolution versions if they know the higher resolution ones are on the way?
Libertine said:
Cookybiscuit said:If they release the consumer version at 720p initially, they are just shooting themselves in the face.
They'd be shooting everyone in the face who wants immersive gaming. 720p/2 is just way too frikin low. Unless they make known plans to release several higher resolution units quickly afterwards.


who would buy the lower resolution versions if they know the higher resolution ones are on the way?

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#16
Posted 06/15/2013 12:23 AM   
I think you'd be surprised at how little research a person can do. I am pretty sure the general public thinks its plug and play.
I think you'd be surprised at how little research a person can do. I am pretty sure the general public thinks its plug and play.

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#17
Posted 06/15/2013 01:05 AM   
Speaking of that, what is the deal with hardware? Presumably it works with Nvidia and AMD, and since it uses its own software would be identical on both?
Speaking of that, what is the deal with hardware? Presumably it works with Nvidia and AMD, and since it uses its own software would be identical on both?

#18
Posted 06/15/2013 01:31 AM   
Either or. Third party Renderer's im not sure about sli/crossfire though [but that doesnt matter yet/who knows]. Not really its own software though. Its like Tomb Raider / Battlefield 3. They give an instruction manual but its the developers software. Shouldnt matter as far as your questions concerned though.
Either or. Third party Renderer's im not sure about sli/crossfire though [but that doesnt matter yet/who knows].

Not really its own software though. Its like Tomb Raider / Battlefield 3. They give an instruction manual but its the developers software. Shouldnt matter as far as your questions concerned though.

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#19
Posted 06/15/2013 02:01 AM   
[quote="eqzitara"]@bo3b I was always lead to believe HSBS / FSBS takes same amount of performance. Was I mistaken?[/quote]Takes the same amount of performance as it would to do the 2D screen. For example, if it's 1920x1080@60Hz, then it's the same processing requirement as the 2D version, because it's the same number of pixels. Some tiny overhead for switching camera angle, but not enough to be measurable. If we are comparing to 3D Vision, though, it takes half the performance as compared to 1920x1080@120Hz, because of that frequency doubling to do each eye- and effectively doubling the resolution. This is incidentally why we can get away with 1280x720@120Hz, because it's equivalent to 2560x720@60Hz. It looks to me like the PS4 can do 1920x1080@60Hz with no trouble, which should translate to SBS stereo as being no problem. Rift is SBS, so in theory it should plug right in and work. [quote="Cookybiscuit"]Speaking of that, what is the deal with hardware? Presumably it works with Nvidia and AMD, and since it uses its own software would be identical on both?[/quote]Should work fine on either AMD or NVidia, as the shaders are written in HLSL, and are thus not dependent upon the actual card. The only requirement in the PS4 case would be native support for Rift. The runtime environment is not very likely to allow any sort of shader hacking. Adding the dewarping shader for Rift is trivial for any programmer though.
eqzitara said:@bo3b
I was always lead to believe HSBS / FSBS takes same amount of performance. Was I mistaken?
Takes the same amount of performance as it would to do the 2D screen. For example, if it's 1920x1080@60Hz, then it's the same processing requirement as the 2D version, because it's the same number of pixels. Some tiny overhead for switching camera angle, but not enough to be measurable.

If we are comparing to 3D Vision, though, it takes half the performance as compared to 1920x1080@120Hz, because of that frequency doubling to do each eye- and effectively doubling the resolution. This is incidentally why we can get away with 1280x720@120Hz, because it's equivalent to 2560x720@60Hz.

It looks to me like the PS4 can do 1920x1080@60Hz with no trouble, which should translate to SBS stereo as being no problem. Rift is SBS, so in theory it should plug right in and work.

Cookybiscuit said:Speaking of that, what is the deal with hardware? Presumably it works with Nvidia and AMD, and since it uses its own software would be identical on both?
Should work fine on either AMD or NVidia, as the shaders are written in HLSL, and are thus not dependent upon the actual card. The only requirement in the PS4 case would be native support for Rift. The runtime environment is not very likely to allow any sort of shader hacking. Adding the dewarping shader for Rift is trivial for any programmer though.

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#20
Posted 06/15/2013 09:33 AM   
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