[PCPer] Oculus Rift preview

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
http://www.pcper.com/reviews/General-Tech/Video-Perspective-Oculus-Rift-Development-Kit-Hands-Preview

For those excited about the Oculus Rift.

Note:
I found I could actually watch the video and see a mild 3D effect by crossing my eyes enough that the two images became one (with 2 peripheral images on the sides). I did it by looking at the tip of my nose, from about 2 feet from the screen, then relax my eyes until they form a single image in the middle. Then I cupped my hands around the sides of my eyes, like you are trying to block out the sun, to make the side images go away.
 

BallaTheFeared

Diamond Member
Nov 15, 2010
8,115
0
71
Note:
I found I could actually watch the video and see a mild 3D effect by crossing my eyes enough that the two images became one (with 2 peripheral images on the sides). I did it by looking at the tip of my nose, from about 2 feet from the screen, then relax my eyes until they form a single image in the middle. Then I cupped my hands around the sides of my eyes, like you are trying to block out the sun, to make the side images go away.


lol
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
I have a 3D Vision monitor, so I know the basic effect, but that works for those who have never seen 3D before. I read an article on how to see 3D with side by side images before. Only their directions were difficult to make work.
 

flexy

Diamond Member
Sep 28, 2001
8,464
155
106
I am VERY, VERY looking forward to the consumer version of this. This will be THE revolution in gaming

As for motion sickness: BS. People will get used to it, for me its merely an indicator how good the effect will be - I don't think it's fair to judge the Rift negatively because people get motion sickness.
 

Fx1

Golden Member
Aug 22, 2012
1,215
5
81
I am VERY, VERY looking forward to the consumer version of this. This will be THE revolution in gaming

As for motion sickness: BS. People will get used to it, for me its merely an indicator how good the effect will be - I don't think it's fair to judge the Rift negatively because people get motion sickness.

Im not.

Looks like a virtualboy.

Resolution is said to be horrid also.
 

flexy

Diamond Member
Sep 28, 2001
8,464
155
106
You seem not to be informed:

""
After the first developer kit, Oculus is planning to release a revised version, and ultimately a consumer version. This consumer version is slated for a Q3 2014 launch. It will weigh significantly less (Oculus VR is aiming for around 200g), and will support 1080p 3D resolutions. The sales projections estimate 50,000 revision 2 developer kits in 2013 and at least 500,000 consumer versions of the Oculus Rift in 2014. Ambitious numbers, for sure, but if Oculus can nail down next-generation console support, reduce the weight of the headset, and increase the resolution it is not out of the question.
""

Even the CURRENT developer version with "only" 1280 resolution beats ANYTHING on the market right now, in particular when it comes to FOV (field of view). It will be total immersion unlike anything else on the market and the price will be affordable.
 
Last edited:

Fx1

Golden Member
Aug 22, 2012
1,215
5
81
You seem not to be informed:

""
After the first developer kit, Oculus is planning to release a revised version, and ultimately a consumer version. This consumer version is slated for a Q3 2014 launch. It will weigh significantly less (Oculus VR is aiming for around 200g), and will support 1080p 3D resolutions. The sales projections estimate 50,000 revision 2 developer kits in 2013 and at least 500,000 consumer versions of the Oculus Rift in 2014. Ambitious numbers, for sure, but if Oculus can nail down next-generation console support, reduce the weight of the headset, and increase the resolution it is not out of the question.
""

Even the CURRENT developer version with "only" 1280 resolution beats ANYTHING on market right now, in particular when it comes to FOV.

The effective resolution ends up being like 800x600 or something.

This needs to be seriously improved. I dont fancy the stupid treadmill thing people are using. id much prefer a controller
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
If it works as well as 3D Vision with added head tracking, and lack of ghosting, I'm in. That said, I do get motion sickness, or technically simulator sickness, in games that have poor latency with mouse control 1st person views. I imagine the Oculus Rift will add to the immersion, and might be even worse. We'll have to wait and see.

I'm currently pretty stunned at how great 3D Vision looks when you place the monitor right in front of your face. Everything feels a lot more real, but then motion sickness kicks in if I lean in too close. I'll definitely be watching. The Witcher 2 is pretty awesome in 3D btw, so is FC3.
 

flexy

Diamond Member
Sep 28, 2001
8,464
155
106
the point is that people focus too much on the 3d effect itself with "fancy" 3D monitors etc...but entirely forget that FOV is *AT LEAST* as important than the actual 3D effect. Saying: The greatest 20" 3D monitor won't be of much use if the end result will more resemble looking into an Aquarium as opposed to real, life-like immersion.

I would even go so far to say that a giant (!) 2D screen which would fill your entire field of view would give you a much better "realism experience" than any 22" whatever 3D monitor.
Immersion comes then when the FOV is resembling a real field of view, and THEN add the 3D effect to it to make it perfect.
The rest, like technical resolution etc...how to control the games etc.. can all be solved... slap a nice OLED display on there, have decent resolution....and any gaming as we do today with "fancy" 22" flat monitors will look like a joke in comparison.
 
Last edited:

cplusplus

Member
Apr 28, 2005
91
0
0
You seem not to be informed:

""
After the first developer kit, Oculus is planning to release a revised version, and ultimately a consumer version. This consumer version is slated for a Q3 2014 launch. It will weigh significantly less (Oculus VR is aiming for around 200g), and will support 1080p 3D resolutions. The sales projections estimate 50,000 revision 2 developer kits in 2013 and at least 500,000 consumer versions of the Oculus Rift in 2014. Ambitious numbers, for sure, but if Oculus can nail down next-generation console support, reduce the weight of the headset, and increase the resolution it is not out of the question.
""

Even the CURRENT developer version with "only" 1280 resolution beats ANYTHING on the market right now, in particular when it comes to FOV (field of view). It will be total immersion unlike anything else on the market and the price will be affordable.

Honestly, the thing I'm questioning right now isn't whether or not it will work when it gets to mass market, but whether or not it'll be the first of its kind when it gets there. It's not the only head mounted display out there. Sony's already on the second iteration of theirs, and have a prototype that they put on display last year that had head-tracking. With the size of the company and the resources they have, if it really looked like this was something that would take off that soon, I don't doubt that they could have theirs out by the beginning of next year (though probably at a higher price than the Oculus Rift's planned price), and already have some self-developed PS4 games to demo it with.
 

SirPauly

Diamond Member
Apr 28, 2009
5,187
1
0
the point is that people focus too much on the 3d effect itself with "fancy" 3D monitors etc...but entirely forget that FOV is *AT LEAST* as important than the actual 3D effect. Saying: The greatest 20" 3D monitor won't be of much use if the end result will more resemble looking into an Aquarium as opposed to real, life-like immersion.

I would even go so far to say that a giant (!) 2D screen which would fill your entire field of view would give you a much better "realism experience" than any 22" whatever 3D monitor.
Immersion comes then when the FOV is resembling a real field of view, and THEN add the 3D effect to it to make it perfect.
The rest, like technical resolution etc...how to control the games etc.. can all be solved... slap a nice OLED display on there, have decent resolution....and any gaming as we do today with "fancy" 22" flat monitors will look like a joke in comparison.

It's a combination or these three very important abilities in conjunction that makes this exciting with so much immersion potential to me : Field of view - 3d stereo -- low latency head tracking.

Let's see how the future iterations are and how well developers embrace the SDK.
 
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