Oculus Half Dome prototype - 140° FOV and varifocal display

Decibel

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Short but sweet:



EDIT:

Supercharged_Z06 did a write up in the Vive 2 thread that I'd missed.

Based on everything I've seen and read, Rift CV2 will most likely arrive (at the very earliest) in the second half of 2019. A more realistic guess would be early 2020. At today's F8 developers conference, Oculus showed off an early Rift 2 prototype codenamed Halfdome that brings with it some very interesting advancements, namely an increased FOV from 100 to 140 degrees, a varifocal display, and the ability to do much better hand and body tracking all in the same weight and form factor as the current Rift.
Video here:


Based on the slides/pics in the presentation, it looks like they redesigned the Rift's lenses and have possibly also incorporated eye tracking, so foveated rendering is a possibility as well. Odds are the display will have a significantly increased resolution per eye to support a 140 degree FOV... 4000x4000 has been rumored/talked about, and by 2020, I would think be very likely.

Anyway, lots more discussion on the Reddit here: www.reddit.com/r/oculus

There's also a great recap of what was covered at F8 concerning this over at Ars here: https://arstechnica.com/gaming/2018...type-moving-lenses-finger-tracking-wider-fov/
 
It was said that this IS a prototype and that the next Oculus (which they still haven't said anything about an ACTUAL Rift 2, just prototypes) might have some but not ALL of these features. Soooo this, while awesome, is basically pointless.
 
It was said that this IS a prototype and that the next Oculus (which they still haven't said anything about an ACTUAL Rift 2, just prototypes) might have some but not ALL of these features. Soooo this, while awesome, is basically pointless.


And in the meantime the HTC is looking more attractive of course. Edit* because I can't seem to check what I type on my phone before hitting submit, they need a huge reduction in pricing though.
 
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And in the meantime the HTC is looking more attractive of course or sing a massive reduction in pricw.

Nah, buy an Odyssey and use it with your Vive controllers - better comfort, better audio, half the price.

It's not an *official* configuration, but people are making it work.

Link on Reddit:
Code:
https://www.reddit.com/r/Vive/comments/86ri8w/vive_controllers_work_with_the_odyssey/

(Code tags because it's long and I hate how Reddit breaks the [H] layout.)
 
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And in the meantime the HTC is looking more attractive of course or sing a massive reduction in pricw.
They need to drop the price quite a bit. $600 for a full rift with controller, 3 cameras, etc or $1200 with controllers, room scale, etc. The new Vive is not nearly 2X better than the Rift.
If they had made the FOV like 140 or something, that would of been sweet. I don't know if they are making these HMD's with lower power GPU's in mind, but having more control would be nice.
If you have a 1080ti or sli, it would be nice to have control that you can crank up to max out while still keeping the best FPS.
 
The new Vive is not nearly 2X better than the Rift.

Probably not but the more I use the Vive Pro the more I am liking it sans the headphones, I have no idea what's going on there, I don't think it's a hardware issue because some sound comes through great and then other ones, there's a problem there that shouldn't be on something that's supposed to be premium.

But visually, yes the resolution makes a HUGE difference the more you use it and then go back to the original Vive or Rift. Maybe if you walk away from VR for a while and then go back it's not as shocking but switching back immediately, it was a much bigger shock going backwards than forwards.

Pricing is where HTC dropped the ball here and I get that. But I do think that the improvement in resolution is being well underestimated. And I get that will vary from person to person and game to game.
 
Probably not but the more I use the Vive Pro the more I am liking it sans the headphones, I have no idea what's going on there, I don't think it's a hardware issue because some sound comes through great and then other ones, there's a problem there that shouldn't be on something that's supposed to be premium.

But visually, yes the resolution makes a HUGE difference the more you use it and then go back to the original Vive or Rift. Maybe if you walk away from VR for a while and then go back it's not as shocking but switching back immediately, it was a much bigger shock going backwards than forwards.

Pricing is where HTC dropped the ball here and I get that. But I do think that the improvement in resolution is being well underestimated. And I get that will vary from person to person and game to game.
From what I read 20% better isn't much of a shock. Yes, the pricing is huge. If it was 200 more than the rift it would be more suited to being equal.
I wonder if they plan to lower the price after the initial people that had to have it, buy them. I wish they all would stop messing around and just make the leap to 4K and 140 or so FOV. No problem!
 
From what I read 20% better isn't much of a shock.

It's a 37% increase in DPI. Get used use to 37% more then go back. It's a bit of shock.

Yes, the pricing is huge. If it was 200 more than the rift it would be more suited to being equal.
I wonder if they plan to lower the price after the initial people that had to have it, buy them. I wish they all would stop messing around and just make the leap to 4K and 140 or so FOV. No problem!

The two problems with the Vive Pro are the pricing and the headphones. But the combination of the tracking tech with the resolution, that's why this this is freaking cool. I don't have a dog in this game, it's becoming increasingly difficult to talk about anything in honest terms. People hate the Vive because of Facebook. People hate Windows 10 because of Microsoft. Yet when it comes to top line VR Windows 10 now how three different options with the WMR being the cheapest.

The Rift's pricing is good these days, Oculus has some interesting exclusives and arguably better controllers. There's no perfectly clear winners given all of the variables, all I am pointing out from my experience is that the Pro's increase in resolution isn't something to "No biggie" over after some time of use.
 
It's a 37% increase in DPI. Get used use to 37% more then go back. It's a bit of shock.

This. The increased resolution and decreased SDE makes you spend less time with SS to hide the lower resolution and more time using SS just to clear up AA jaggies.
A good example of what it does, is Elite Dangerous. I bought that game since I got my first Oculus DK1 and havent played it past training missions. Using it for testing purposes only. I´ve tried it with DK1, DK2, OG Vive and Vive pro. Some might say shame on me, since I even bought a Saitek X52 Pro with this game in mind.

The Vive pro is the first HMD I feel is sharp enough to comfortably sit for hours inside a cockpit with. Text is sharp and can be read without any effort and objects outside the ship is defined enough to make it believable. Its not a night and day difference, but it does bring the VR simulation up to a new level of immersion in some games.

Even in smaller games, like Rooms, the unsolvable puzzle, the added sharpness brings more comfort and makes thegame more enjoyable that way:


We are only in the infancy of VR. I look forward to see what Vive 2 and Rift 2 brings. Might see something new May 25th:
https://uploadvr.com/htc-announces-2018-vive-ecosystem-conference-promises-many-surprises/
 
^ I haven't been here for couple months. Did you insert that Steam link or did it auto insert because of a keyword?
 
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