cptnjarhead
Crossfit Fast Walk Champion Runnerup
- Joined
- Mar 9, 2010
- Messages
- 1,669
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If you aren't doing development work with it, I still suggest waiting. 960x1080 per eye at 75 Hz is pretty good, but not quite what you need. If the consumer Rift can get that up to 1280x1440 per eye and 90 Hz or so, that's going to end up being pretty massive.
1280x1440 per eye seems like a massive amount of GPU power needed.
No, it has a single 1920x1080 display, which is 960x1080 per eye. 1280x1440 per eye would entail a 2560x1440 display.Exactly. Even the Dev kit 2 has about the same amount of pixels as a regular 1600p 30 inch monitor.
No, it has a single 1920x1080 display, which is 960x1080 per eye. 1280x1440 per eye would entail a 2560x1440 display.
No, it has a single 1920x1080 display, which is 960x1080 per eye. 1280x1440 per eye would entail a 2560x1440 display.
Yea, just put your face 6 inches away from the screen to get an idea what the issue is. Even at 1080p per eye, there can still be annoying aliasing and a jump to 4k per eye would make a big difference in clarity. At what point does the resolution be "enough" is up to debate, but it might easily be beyond 16k per eyeDoes the display being so much closer to your eye make it seem less pixel-dense or something?
Yea, just put your face 6 inches away from the screen to get an idea what the issue is. Even at 1080p per eye, there can still be annoying aliasing and a jump to 4k per eye would make a big difference in clarity. At what point does the resolution be "enough" is up to debate, but it might easily be beyond 16k per eye
Keep in mind, though, this is not a 20+ inch display 6 inches from your face, it's like a 7-inch screen, albeit much closer to your face than 6 inches. I mean, I can put my face really close to a cell phone screen and barely see aliasing, if any. But I imagine with the Rift you would have some sort of magnification going on so the screen looks bigger, so yeah...I can see there might be a problem.
It would cost me about $500. Pass
We're always fucked, while americans pay peanuts for electronics.
I had been wanting one of thse since release and didnt have the cash to do the kick starter. Later on I seen I could get them on eBay but still held off as I am really picky on image quality and the original display in these would have drove me nuts, but it still haunted me... that little voice saying buuuuyyyy eeeeettttt.
So yesterday when the pre-orders went live and I knew it was the 1080p OLED display I said screw it and purchased one
I agree with many here though... I think we are going to need and or see a 2560x1440 display in the final retail model, it needs to be there or greater to really take away the screen door and other IQ problems. The only issue is though they need to keep the OLED thats in it now to get rid of smearing and choppy vid... I would imagine a 2560x1440 OLED would cost waaay too much.
I am concerned with it only being a 1920x1080 panel. Every time I have used side by side for 3D (about what the oculus rift is doing resolution wise) I really did not like the IQ at all compared to Frame sequential (one 1920x1080 frame after another), but since this is using a different method for delivering the 3D to your eyes it may not be so bad.
My speculation will be the final retail model will be around $499.99 minimum
I'm going to be doing a lot of research over the next few weeks to see how to do stuff on it and with it. I'm also excited to try it with 3D MKV movies! I need to really research though the best way to get either simulated 7.1 sound through headphones or whatever it is I will need to have the sound follow the video when moving my head around, I have a nice set of sennheiser headphones now to use... but almost never use them lol
The screen is 1080, which means the resolution per eye is half that, or 960x1080. Effectively you're looking at a screen with half the resolution of 1080p, but it's even worse than that, because lots of the pixels are well off center so you only see them in the relatively blurry peripheral. Necessary for immersion, but not useful for picking out enemies.Ah, okay...makes sense. Not too bad, then, but you don't think 1080 is enough? I still game at 1080 and I don't see much reason to go higher. Does the display being so much closer to your eye make it seem less pixel-dense or something?
This could be done in software to reduce the rendering difficulty I'd imagine. Use the full resolution physical screen but downscale further out from the center.It would be sort of cool if they developed a special screen for VR purposes that was relatively low resolution (like 1080p-1440p for rendering power purposes), but with variable PPI density. So in the center it would have a much much higher pixel density and radially it would decrease as it moves from the focal point/center.
Palmer said literally zero components will be shared between DK2 and the consumer version.By all reports about the only thing that is looking to change between the DK2 and the consumer version is the display.
No. There are ways of making existing games work with the Rift, by having the head tracker emulate the mouse and injecting code to produce stereo views, but these don't work well.
You can't play non-stereoscopic games with the Rift. The optics make that impossible.
No. There are ways of making existing games work with the Rift, by having the head tracker emulate the mouse and injecting code to produce stereo views, but these don't work well.
You can't play non-stereoscopic games with the Rift. The optics make that impossible.
Probably because it was invented here. In fact their HQ is five minutes from me
So, get some of your countrymen together and invent some things.
interesting, so this won't be a replacement for a standard 2d pc monitor?
so i assume you can't just plug the rift into anything w/ an hdmi port for the video? i had hoped that you could connect it to a console just as a display, minus the head tracking.
I think it's safe to assume the development kits are being used for actual development for the final retail version, and everything will be compatible.What are the odds of DK2 being compatible with the retail version/software?
Pretty good. They might change how they're doing absolute positioning tracking for the consumer version, but that probably won't cause any compatibility problems.What are the odds of DK2 being compatible with the retail version/software?
I think it's safe to assume the development kits are being used for actual development for the final retail version, and everything will be compatible.
Are there reports of DK1 software not being compatible with DK2? Of course more advanced features (positional tracking, more display options) are to be expected...
Pretty good. They might change how they're doing absolute positioning tracking for the consumer version, but that probably won't cause any compatibility problems.