Coming from 3D Vision, what are your impressions of the Oculus Rift CV1 / HTC Vive?
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[quote="RAGEdemon"]That's some great info there Nobsi! Does the IPD adjustment affect separation? It's strange, it s supposed to be designed so that far away objects are at infinite depth. I hope they are not going to nerf the 3D to appeal to casuals like they did with 3D movies (which are now dead).[/quote] Adjusting the IPD actually makes no great difference. I'm still trying to find the right setting for me. Regarding the depth problem, the cause may be that curent game levels are designed with wrong scaling due to engine object/texture size/level size limitiations. The cause that the moon in Apollo 11 seems to be a 50 meter diameter disk in 50 meter distance instead of a moon scale sphere in 5 km distance may be that the level is actually designed that way. Unfortunatelly that is very evident in 3D and looks so wrong. The devs of Star Citizen said that they updated the used CryEngine derivate to use 64 bit Z-buffer depth values (instead of 32 bit) to have the necessary scaling range to be able to actually design realy big levels.
RAGEdemon said:That's some great info there Nobsi!
Does the IPD adjustment affect separation? It's strange, it s supposed to be designed so that far away objects are at infinite depth. I hope they are not going to nerf the 3D to appeal to casuals like they did with 3D movies (which are now dead).

Adjusting the IPD actually makes no great difference. I'm still trying to find the right setting for me.

Regarding the depth problem, the cause may be that curent game levels are designed with wrong scaling due to engine object/texture size/level size limitiations. The cause that the moon in Apollo 11 seems to be a 50 meter diameter disk in 50 meter distance instead of a moon scale sphere in 5 km distance may be that the level is actually designed that way. Unfortunatelly that is very evident in 3D and looks so wrong.

The devs of Star Citizen said that they updated the used CryEngine derivate to use 64 bit Z-buffer depth values (instead of 32 bit) to have the necessary scaling range to be able to actually design realy big levels.

#16
Posted 04/13/2016 08:37 PM   
So has anyone tried games that VR support can be hacked, like in Dying Light? While it might no be officially optomized for VR and support is still a work in progress by the developer, I wonder if it plays better with the newest drivers, CV1, etc... I love how at about 12:30, the guys says "look they have matches in the ash tray". Such little details are often overlooked when playing in 2D :) Overall, the following video didn't look to bad in SBS on my TV. So I'm curious about the gameplay on the rift using the game's renderer. https://www.youtube.com/watch?v=gfnBNvYRPyo&nohtml5=False
So has anyone tried games that VR support can be hacked, like in Dying Light?

While it might no be officially optomized for VR and support is still a work in progress by the developer, I wonder if it plays better with the newest drivers, CV1, etc...

I love how at about 12:30, the guys says "look they have matches in the ash tray". Such little details are often overlooked when playing in 2D :)

Overall, the following video didn't look to bad in SBS on my TV. So I'm curious about the gameplay on the rift using the game's renderer.

;nohtml5=False

#17
Posted 04/13/2016 09:32 PM   
That hud really makes it hard to play regardless I'd say. Alien Isolation/Dying Light are unlikely to be updated for CV1. The good new is that Doom BFG will cause its open sourced the code and being worked on by modders.
That hud really makes it hard to play regardless I'd say.
Alien Isolation/Dying Light are unlikely to be updated for CV1.

The good new is that Doom BFG will cause its open sourced the code and being worked on by modders.

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#18
Posted 04/13/2016 11:14 PM   
Dying light won't run good enough for VR even on 980ti 2 way sli
Dying light won't run good enough for VR even on 980ti 2 way sli

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#19
Posted 04/14/2016 04:12 AM   
The only other games I can think of that have released the source code is Rellion released Aliens vs Predators 2000. The 2010 version was just the original updated as I recall. Also Raven Software released Star Wars Jedi Knight: Jedi Academy. After it was released, it was taken down due to some copyrighted stuff that was mistakenly not removed. I think it was XBox code, anyhow, the code that was released can be found with a little digging. BTW, a facehugger would be awesome on a VR headset https://www.youtube.com/watch?v=eewmqU9c2mE
The only other games I can think of that have released the source code is Rellion released Aliens vs Predators 2000. The 2010 version was just the original updated as I recall. Also Raven Software released Star Wars Jedi Knight: Jedi Academy. After it was released, it was taken down due to some copyrighted stuff that was mistakenly not removed. I think it was XBox code, anyhow, the code that was released can be found with a little digging.

BTW, a facehugger would be awesome on a VR headset

#20
Posted 04/14/2016 07:00 AM   
Hi guys, As you know, I'm pretty new to the DK2, but not new to VR as I have owned several HMDs in the past (I-Glasses SVGA 3D, Z800). As you know, I have been a huge fan of Stereo3D technologies for the last 1.5 decades. The demos and experiences are great but not "sustainable" experiences like we want in our games - for the time being. Basically, what we want is to be able to play our typical games (AAA etc) on the rift. The only current solution is VorpX. It has 2 modes: True 3D (Geometry mode) and Compatibility Mode (Z- Buffer) mode. The deal is the same as with 3D Vision, but without the haloing in CM. What VorpX does is give you a virtual cinema screen inside. Head tracking then works as though you are sitting in the cinema. It is damn accurate. I can't see any flaws in the head tracking. The cinema screen resolution is presented as your primary display resolution, so it's best to make sure that you have a custom resolution on your primary display of 1920x1080 for the DK2 or 2160x1200 for the CV1. VorpX then does internal scaling, but this is of course best left at 1.0 if you have the correct game resolution set. You will need Oculus Software 1.3 installed. Remember to remove 3D shader hacks! The game will be automatically picked up on launch. The 3D itself is in the cinema screen. On default settings, it is quite impressive. With tweaked settings, it's quite amazing! Basically, we want to maximise the cinema screen so that head tracking works as though you are in the game. My preliminary impression on the DK2... Hit the Del key to bring up the in-game VorpX menu. The 3 magical settings are: 1. Cinema Screen size/distance: Make this value the absolute minimum (-1.00) (i.e. the screen is the largest and closest possible). This is so that head tracking feels as though you are inside the cinema screen, and not sitting in a theatre. 2. Screen depth (Separation). Put this to ~4 (or as high as you can handle). 3. FOV Enhancement. Maximise this! This is somewhat equivalent to Convergence. These 3 settings combine to give a great experience. Resolution isn't great on the DK2 but the bigger problem is the Screen Door effect more than the resolution in my opinion. CV1 should be a lot better. 4x DSR with 0% blur solved the aliasing problem but aliasing is not nearly as noticeable as on a crisp projector image. I would not recommend it unless you are not concerned about the performance impact. Presence is much better compared to 3D vision, of course. Coming from 60fps of projector to 75fps of the DK2 feels good. 90fps of the CV1 should be a further improvement. There is some stutter which isn't performance related. I think this is due to 60FPS cap in mass effect trying to sync to 75Hz via Asynchronous Time Warp. I have so far only tried Mass Effect 3 with VorpX. I hope other games will be similar. I can't believe someone managed to do such a great job with VorpX when such a massive company like nVidia can't even do a decent job with the 3D vision driver. Shameful! I have not tested the performance yet. @bo3b, would you care to try the above VorpX settings to see if you like the results any better? Overall, I can definitely see myself playing games with this over 3D Vision when experience outweighs precision, i.e. it would be great for Flight Sims, FPS, Racing games; but I would likely prefer 3D Vision for Strategy, or other places where precision is required such as The Talos Principle, which I finished over the weekend as I did not have the DK2 at the time. Are there any requests regarding what games to test? VorpX supported games are as follows, though most are not real 3D: http://www.vorpx.com/supported-games/ Someone mentioned above that we can't compare the VR vs Stereo3D/3D Vision. I beg to differ! Fundamentally, what we want to know is whether a game is better experienced via the Rift/Vive or 3D Vision. They are different, yes, but they are also performing the same task. So far, I would say that the rift is definitely better IF the resolution and Screen Door effects are addressed for games which are more about the experience that precision gameplay.
Hi guys,

As you know, I'm pretty new to the DK2, but not new to VR as I have owned several HMDs in the past (I-Glasses SVGA 3D, Z800). As you know, I have been a huge fan of Stereo3D technologies for the last 1.5 decades.

The demos and experiences are great but not "sustainable" experiences like we want in our games - for the time being.

Basically, what we want is to be able to play our typical games (AAA etc) on the rift.

The only current solution is VorpX.

It has 2 modes: True 3D (Geometry mode) and Compatibility Mode (Z- Buffer) mode. The deal is the same as with 3D Vision, but without the haloing in CM.

What VorpX does is give you a virtual cinema screen inside. Head tracking then works as though you are sitting in the cinema. It is damn accurate. I can't see any flaws in the head tracking.

The cinema screen resolution is presented as your primary display resolution, so it's best to make sure that you have a custom resolution on your primary display of 1920x1080 for the DK2 or 2160x1200 for the CV1. VorpX then does internal scaling, but this is of course best left at 1.0 if you have the correct game resolution set. You will need Oculus Software 1.3 installed. Remember to remove 3D shader hacks!

The game will be automatically picked up on launch.

The 3D itself is in the cinema screen.

On default settings, it is quite impressive.

With tweaked settings, it's quite amazing! Basically, we want to maximise the cinema screen so that head tracking works as though you are in the game.

My preliminary impression on the DK2...
Hit the Del key to bring up the in-game VorpX menu.
The 3 magical settings are:

1. Cinema Screen size/distance: Make this value the absolute minimum (-1.00) (i.e. the screen is the largest and closest possible). This is so that head tracking feels as though you are inside the cinema screen, and not sitting in a theatre.
2. Screen depth (Separation). Put this to ~4 (or as high as you can handle).
3. FOV Enhancement. Maximise this! This is somewhat equivalent to Convergence.

These 3 settings combine to give a great experience.

Resolution isn't great on the DK2 but the bigger problem is the Screen Door effect more than the resolution in my opinion. CV1 should be a lot better.

4x DSR with 0% blur solved the aliasing problem but aliasing is not nearly as noticeable as on a crisp projector image. I would not recommend it unless you are not concerned about the performance impact.

Presence is much better compared to 3D vision, of course.

Coming from 60fps of projector to 75fps of the DK2 feels good. 90fps of the CV1 should be a further improvement.

There is some stutter which isn't performance related. I think this is due to 60FPS cap in mass effect trying to sync to 75Hz via Asynchronous Time Warp.

I have so far only tried Mass Effect 3 with VorpX. I hope other games will be similar. I can't believe someone managed to do such a great job with VorpX when such a massive company like nVidia can't even do a decent job with the 3D vision driver. Shameful!

I have not tested the performance yet.

@bo3b, would you care to try the above VorpX settings to see if you like the results any better?

Overall, I can definitely see myself playing games with this over 3D Vision when experience outweighs precision, i.e. it would be great for Flight Sims, FPS, Racing games; but I would likely prefer 3D Vision for Strategy, or other places where precision is required such as The Talos Principle, which I finished over the weekend as I did not have the DK2 at the time.

Are there any requests regarding what games to test?

VorpX supported games are as follows, though most are not real 3D:

http://www.vorpx.com/supported-games/


Someone mentioned above that we can't compare the VR vs Stereo3D/3D Vision. I beg to differ!

Fundamentally, what we want to know is whether a game is better experienced via the Rift/Vive or 3D Vision. They are different, yes, but they are also performing the same task. So far, I would say that the rift is definitely better IF the resolution and Screen Door effects are addressed for games which are more about the experience that precision gameplay.

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#21
Posted 04/14/2016 07:21 AM   
I think this question was put also in the past but I don't know the answer and my logic sais it is possible. Why generate a 2160x1200 3d image when you actually need 2x 1080x1200. In the first case the gpu will still process 2x2160x1200 and in the second case you will need less gpu power to deliver right and left image at the required resolution. In Cv1 you actually have 2 screens.
I think this question was put also in the past but I don't know the answer and my logic sais it is possible.
Why generate a 2160x1200 3d image when you actually need 2x 1080x1200. In the first case the gpu will still process 2x2160x1200 and in the second case you will need less gpu power to deliver right and left image at the required resolution. In Cv1 you actually have 2 screens.

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#22
Posted 04/14/2016 08:38 AM   
About VorpX: Imo, VorpX is the wrongest way to start with VR. Basically, it forces Vr rendering for games which have not been made for this tech. A VR game is not only a game you can run on a HMD, it also involves VR gameplay, VR HUD, VR optimization... Complaining about a VorpX game because of its framerate, because it makes you sick or because it is not playable is pointless. And it leads to make people think "OK VR sucks". It's like comparing a game in CM mode with a real 3D vision ready (or helix ready ^^) game. Pointless.
About VorpX:

Imo, VorpX is the wrongest way to start with VR. Basically, it forces Vr rendering for games which have not been made for this tech. A VR game is not only a game you can run on a HMD, it also involves VR gameplay, VR HUD, VR optimization...

Complaining about a VorpX game because of its framerate, because it makes you sick or because it is not playable is pointless. And it leads to make people think "OK VR sucks".

It's like comparing a game in CM mode with a real 3D vision ready (or helix ready ^^) game. Pointless.

#23
Posted 04/14/2016 08:48 AM   
Laast, in an ideal world, you would be correct. But, in reality, unfortunately this is not true and far from pointless. Would you rather we all forget about the thousands of excellent games created before the advent of VR? What about the countless games which are going to be created in the future without VR support? Do we just miss them? VorpX, when working well, displays perfect Stereo3D - not CM mode. Otherwise, it will use CM. Is it ideal? No. Is it the best we have got to experience non VR games in VR? Yes. I would much rather play this way than not play at all. Going into the future, I doubt triple A games will support VR intrinsically immediately. VR are a tiny fraction of the market. Do you think a new COD game or a new Assassin's creed game will intrinsically support VR any time in the future? We can hope, but until then, we have VorpX :)
Laast, in an ideal world, you would be correct.

But, in reality, unfortunately this is not true and far from pointless.

Would you rather we all forget about the thousands of excellent games created before the advent of VR?

What about the countless games which are going to be created in the future without VR support? Do we just miss them?

VorpX, when working well, displays perfect Stereo3D - not CM mode. Otherwise, it will use CM. Is it ideal? No. Is it the best we have got to experience non VR games in VR? Yes.

I would much rather play this way than not play at all. Going into the future, I doubt triple A games will support VR intrinsically immediately. VR are a tiny fraction of the market. Do you think a new COD game or a new Assassin's creed game will intrinsically support VR any time in the future? We can hope, but until then, we have VorpX :)

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#24
Posted 04/14/2016 09:03 AM   
[quote="RAGEdemon"] What about the countless games which are going to be created in the future without VR support? Do we just miss them? [/quote] Why missing non VR future hits? Will you sell your 2D monitor or your 3d vision kit to offer yourself a CV1? :) If a game is not meant to be played (hi Nvidia ;) ) in VR, why the hell having to play it in VR? A VR game should be played on your Rift, a 3D ready game should be played on your 3D monitor. The ideal world is already there, that's people who make things more complicated than they are.
RAGEdemon said:
What about the countless games which are going to be created in the future without VR support? Do we just miss them?


Why missing non VR future hits? Will you sell your 2D monitor or your 3d vision kit to offer yourself a CV1? :)

If a game is not meant to be played (hi Nvidia ;) ) in VR, why the hell having to play it in VR?

A VR game should be played on your Rift, a 3D ready game should be played on your 3D monitor. The ideal world is already there, that's people who make things more complicated than they are.

#25
Posted 04/14/2016 09:19 AM   
Because the game might be a better experience in VR than it would be in 3D Vision? :) Remember that aside from a previous precious few, games are not 3D vision compatible, and are certainly not designed for 3D vision. They are hacked into 3D Vision by the nVidia driver, and the mess is cleaned up by shader hackers. Under your example, perhaps we shouldn't bother playing any game in 3D Vision as no game is really supported natively in 3D vision nowadays? 3D Vision is to StereoScopic 3D what VorpX is to VR. Both hack the game into 3D, which the game was never designed for. Arguably, VorpX just does it a lot better :)
Because the game might be a better experience in VR than it would be in 3D Vision? :)

Remember that aside from a previous precious few, games are not 3D vision compatible, and are certainly not designed for 3D vision. They are hacked into 3D Vision by the nVidia driver, and the mess is cleaned up by shader hackers.

Under your example, perhaps we shouldn't bother playing any game in 3D Vision as no game is really supported natively in 3D vision nowadays?

3D Vision is to StereoScopic 3D what VorpX is to VR. Both hack the game into 3D, which the game was never designed for. Arguably, VorpX just does it a lot better :)

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#26
Posted 04/14/2016 09:25 AM   
[quote="RAGEdemon"] The only current solution is VorpX. It has 2 modes: True 3D (Geometry mode) and Compatibility Mode (Z- Buffer) mode. The deal is the same as with 3D Vision, but without the haloing in CM. [/quote] You can achieve the same on 3D Vision CM: Just set Convergence to 0 (zero). No hallowing and the wrong 3D Cinema Experience thingy... Honestly I prefer Haloing and TRUE sense of Depth rather than a 3D Photoshop style Cinema where each eye is splattered on a PLAIN 2D plane... I tried DK2 a while ago but... I wasn't impressed at all... but then again probably because I normally run 3D Surround... and the experience is way better in 3D Surround over any VR headset that currently is on the market... Speaking of which, jsut a quick example: Yesterday I tried to play a bit of Dark Souls 3. It doesn't RUN in Surround but just on one monitor. It took me about 20 minutes for my brain to actually accommodate with viewing the game just in one screen and the 27' screen seemed SOOO TINY. That was exactly the feeling that I got in the DK2, worse resolution and everything felt like viewing through a window, even if the FOV is comparable to Surround, something was amiss but I can't say what exactly... So, instead of Comparing Single Screen 3D Vision, the comparison should be 3D Surround vs VR as both use a higher FOV and are closer one to the other... Leaving some of the technical things aside and speaking only about immersion and image quality: 3D Vision < VR < 3D Surround - due to FOV and "exposure". Image quality is GREATLY BETTER in 3D Surround (can't compare 1080x1200 vs 5780x1080 can you?) Now, This sound STUPID or SILLY but I would really like to find some 5' panels (1920x1080) that are 120Hz and that could work with 3D Vision and create my OWN mini VR-3D Surround helmet:) Imagine that! ^_^
RAGEdemon said:
The only current solution is VorpX.

It has 2 modes: True 3D (Geometry mode) and Compatibility Mode (Z- Buffer) mode. The deal is the same as with 3D Vision, but without the haloing in CM.


You can achieve the same on 3D Vision CM: Just set Convergence to 0 (zero). No hallowing and the wrong 3D Cinema Experience thingy...
Honestly I prefer Haloing and TRUE sense of Depth rather than a 3D Photoshop style Cinema where each eye is splattered on a PLAIN 2D plane...

I tried DK2 a while ago but... I wasn't impressed at all... but then again probably because I normally run 3D Surround... and the experience is way better in 3D Surround over any VR headset that currently is on the market...

Speaking of which, jsut a quick example: Yesterday I tried to play a bit of Dark Souls 3. It doesn't RUN in Surround but just on one monitor. It took me about 20 minutes for my brain to actually accommodate with viewing the game just in one screen and the 27' screen seemed SOOO TINY.
That was exactly the feeling that I got in the DK2, worse resolution and everything felt like viewing through a window, even if the FOV is comparable to Surround, something was amiss but I can't say what exactly...

So, instead of Comparing Single Screen 3D Vision, the comparison should be 3D Surround vs VR as both use a higher FOV and are closer one to the other...

Leaving some of the technical things aside and speaking only about immersion and image quality:

3D Vision < VR < 3D Surround - due to FOV and "exposure". Image quality is GREATLY BETTER in 3D Surround (can't compare 1080x1200 vs 5780x1080 can you?)

Now, This sound STUPID or SILLY but I would really like to find some 5' panels (1920x1080) that are 120Hz and that could work with 3D Vision and create my OWN mini VR-3D Surround helmet:) Imagine that! ^_^

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#27
Posted 04/14/2016 09:52 AM   
I don't know if you have it, but that Far Cry Primal video using VopX and the fix by DarkStarsword piqued my interest. I was curious if the tall grass, rocks and vegetation would cause motion sickness in first person view like that? Have you ever suffered motion sickness from a game before? 3D Vision has helped me to suffer less, but it's still a problem at times. https://forums.geforce.com/default/topic/922449/ Also have you tried any of the youTube 360 degree videos? I'm not sure if they work with the Rift? (from wikipedia) Playback The material is recorded as data that when played back through a software player allows the user control of the viewing direction and playback speed. Control is typically achieved via moving the device (e.g smartphones, Helmet-mounted displays, etc.), which gyroscope or infrared sensors translate into movement in the video. When viewing from a desktop PC, a mouse or keypad is used for interactivity and playback view is typically 4:3 window on a computer display or projection screen or other presentation device such as a head-mounted display. https://www.youtube.com/watch?v=6uG9vtckp1U https://www.youtube.com/watch?v=K_J8k43gUhY
I don't know if you have it, but that Far Cry Primal video using VopX and the fix by DarkStarsword piqued my interest. I was curious if the tall grass, rocks and vegetation would cause motion sickness in first person view like that? Have you ever suffered motion sickness from a game before? 3D Vision has helped me to suffer less, but it's still a problem at times.

https://forums.geforce.com/default/topic/922449/


Also have you tried any of the youTube 360 degree videos? I'm not sure if they work with the Rift?


(from wikipedia)
Playback

The material is recorded as data that when played back through a software player allows the user control of the viewing direction and playback speed. Control is typically achieved via moving the device (e.g smartphones, Helmet-mounted displays, etc.), which gyroscope or infrared sensors translate into movement in the video. When viewing from a desktop PC, a mouse or keypad is used for interactivity and playback view is typically 4:3 window on a computer display or projection screen or other presentation device such as a head-mounted display.



#28
Posted 04/14/2016 09:58 AM   
That would be amazing helifax! :D Just some info... VorpX's CM mode actually is 3D, just like CM mode, but not as good as Real 3D like 3D vision or VorpX's geometry mode. VorpX also has a 2D mode where the 2D image is "plastered" onto the cinema screen, which I would not use. The cinema screen is a completely separate issue, the only function of which is to replicate head tracking without mimicking mouse movement (we don't want to shoot where your head faces). What happens is that the mouse then controls in game crosshair on the cinema screen, and the head tracking controls panning and movement in the theatre in front of the screen. It works well. I have been confused about this since people talk about it. I wanted to explain to everyone how it works now that I know :) I think one of the major benefits of VR is the head tracking, which unfortunately, 3D Vision lacks, as much as I love 3D Vision. Head tracking really sends immersion into another orbit however. You might be interested in the StarVR headset, which has a resolution of 5120 X 1440 resolution and an FOV of 120 degrees! :D http://www.starvr.com/
That would be amazing helifax! :D

Just some info... VorpX's CM mode actually is 3D, just like CM mode, but not as good as Real 3D like 3D vision or VorpX's geometry mode. VorpX also has a 2D mode where the 2D image is "plastered" onto the cinema screen, which I would not use.

The cinema screen is a completely separate issue, the only function of which is to replicate head tracking without mimicking mouse movement (we don't want to shoot where your head faces). What happens is that the mouse then controls in game crosshair on the cinema screen, and the head tracking controls panning and movement in the theatre in front of the screen. It works well.

I have been confused about this since people talk about it. I wanted to explain to everyone how it works now that I know :)

I think one of the major benefits of VR is the head tracking, which unfortunately, 3D Vision lacks, as much as I love 3D Vision. Head tracking really sends immersion into another orbit however.

You might be interested in the StarVR headset, which has a resolution of 5120 X 1440 resolution and an FOV of 120 degrees! :D

http://www.starvr.com/

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#29
Posted 04/14/2016 10:04 AM   
[quote="RAGEdemon"] You might be interested in the StarVR headset, which has a resolution of 5120 X 1440 resolution and an FOV of 120 degrees! :D http://www.starvr.com/ [/quote] Now that is what I am talking about yes! To bad no new news on the project;) But that sounds like what VR should be like;)
RAGEdemon said:
You might be interested in the StarVR headset, which has a resolution of 5120 X 1440 resolution and an FOV of 120 degrees! :D

http://www.starvr.com/

Now that is what I am talking about yes! To bad no new news on the project;) But that sounds like what VR should be like;)

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)

#30
Posted 04/14/2016 10:32 AM   
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