Announcement

Collapse
No announcement yet.

Too soon for VR

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    From what I see, the images are blurry and hard to see. I think things will get a lot better, but for now, it is too early. It's like the brick phone in the late 80's. Mind you, I have not used anything tethered to a computer. Everything I have seen has been with a phone.

    Originally posted by stevesideas View Post
    Why don't you get the hype ? This is the first consumer VR head gear to come out that works well. It's a pretty big milestone and will only get better.

    Not sure, things might get smaller but I can't see another way of viewing VR than to wear some kind of goggle. You have to shut out the outside world and mount screens in front of the eyes. It's not like the PC has changed much...only in size. It still sits in a metal box.
    Bobby Parker
    www.bobby-parker.com
    e-mail: info@bobby-parker.com
    phone: 2188206812

    My current hardware setup:
    • Ryzen 9 5900x CPU
    • 128gb Vengeance RGB Pro RAM
    • NVIDIA GeForce RTX 4090 X2
    • ​Windows 11 Pro

    Comment


    • #17
      I've been following VR since the Oculus DK1. Immediately after trying it I couldn't wait for positional tracking. The DK2 gave that but it was still very limited. But it was just enough to see the potential. I've never touched the phone based VR headsets because of their lack of positional tracking.

      Now I have the Rift and Vive and so far I use the Vive more often. It is a bitch to setup but the room scale tracking is amazing. Every now and then I'll take an interior project from work and bake it out for viewing in Unity3d with the Vive. It really changes the feeling of the spaces in a way the still renders never capture. I'm constantly finding the spaces to feel larger and more comfortable than in the still images. Oddly enough.

      To Neil's point about VR being a more honest representation. You can always still push the walls out ever so slightly to make the space feel more luxurious.

      Although the Vive gets more playtime, the Rift feels like it has a narrower, but sharper image. And the games for the Rift feel more put together if you wanted to game. But room scale tracking is still going to be where it's at if you're into archviz and want to really take a few steps around a space. Or better yet take a seat on a couch or chair using the passthrough camera to line up your own cheap ass furniture :P

      http://www.quitenice.co/blog/2016/5/...o-vive-edition
      Brendan Coyle | www.brendancoyle.com

      Comment


      • #18
        Originally posted by glorybound View Post
        From what I see, the images are blurry and hard to see. I think things will get a lot better, but for now, it is too early. It's like the brick phone in the late 80's. Mind you, I have not used anything tethered to a computer. Everything I have seen has been with a phone.
        Not at all Bobby. The images aren't monitor quality but they aren't blurry. Especially when using the pixel density tool from Oculus. There are obviously some issues (CA and god rays in high contrast scenes) because of the fact you are viewing a screen through fresnel lenses but there is a large sweet spot and it really is a great image. Very immersive IMO.
        Regards

        Steve

        My Portfolio

        Comment


        • #19
          Originally posted by cheerioboy View Post
          I've been following VR since the Oculus DK1. Immediately after trying it I couldn't wait for positional tracking. The DK2 gave that but it was still very limited. But it was just enough to see the potential. I've never touched the phone based VR headsets because of their lack of positional tracking.

          Now I have the Rift and Vive and so far I use the Vive more often. It is a bitch to setup but the room scale tracking is amazing. Every now and then I'll take an interior project from work and bake it out for viewing in Unity3d with the Vive. It really changes the feeling of the spaces in a way the still renders never capture. I'm constantly finding the spaces to feel larger and more comfortable than in the still images. Oddly enough.

          To Neil's point about VR being a more honest representation. You can always still push the walls out ever so slightly to make the space feel more luxurious.

          Although the Vive gets more playtime, the Rift feels like it has a narrower, but sharper image. And the games for the Rift feel more put together if you wanted to game. But room scale tracking is still going to be where it's at if you're into archviz and want to really take a few steps around a space. Or better yet take a seat on a couch or chair using the passthrough camera to line up your own cheap ass furniture :P

          http://www.quitenice.co/blog/2016/5/...o-vive-edition
          I do like the pass though camera feature - from what I've seen anyway. That is something that Oculus should have implemented on the Rift.

          Is there a reason the Oculus couldn't do room scale tracking ? It's only the software that is making that possible isn't it ?
          Regards

          Steve

          My Portfolio

          Comment


          • #20
            It seems like the Rift might be able to do room scale eventually - but they'll need to implement a type of chaperone system - and also deal with having to extend the second camera's usb around the room to the opposite corner. I'm looking forward to the touch controllers, which hopefully don't cost too much, otherwise the price difference between the Vive and Rift is moot.

            I have to say I do like having the integrated headphones of the Rift.
            Brendan Coyle | www.brendancoyle.com

            Comment


            • #21
              This just hit my inbox: https://www.oculus.com/en-us/blog/ov...uch-this-year/
              Regards

              Steve

              My Portfolio

              Comment


              • #22
                Originally posted by glorybound View Post
                From what I see, the images are blurry and hard to see.
                How long did you spend in it, and were you aware that there's a focus wheel on every headset? It being out of focus is the only explanation that it was genuinely hard to see. the gear VR is pretty sharp, as are the vive and cv1.

                Comment

                Working...
                X