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Chivas

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Everything posted by Chivas

  1. There are definitely displays with higher resolutions, but I'm not so sure there are higher resolution displays with the necessary qualities for VR like, high fill rate, 90Hz, and the Global something other that seems very important. Not to mention the fact a higher resolution screen might require a much higher recommended computer system. One of the reasons that Vive and Oculus appear to have settled on very similar displays atleast as far as resolution goes. Facebook monies could allow Oculus have a custom resolution display made, and equally important is their partnership with Samsung, that can actually get it done, at a reasonable price point. No word yet if the display Oculus is using has been specially made by Samsung with a higher fill rate, etc etc. Not so sure that HTC makes displays, but they probably have a contract with a display manufacturer that can deliver a display at a decent pricepoint.
  2. Oculus suggests that the CV1 display has a high fill rate, meaning there is a much smaller space between pixels. That should help reduce screen door effect, but I'm not sure how it effects the long distance view, and the ability to spot dots. I wonder since the pixels appear larger when our eyes are so close to the display, a single pixel dot, representing a distant aircraft could be more visible while in VR???
  3. I think ED already has their hands full completing DCS World2, EDGE, and Rift support. I'm sure they will take a look at supporting Vive when they have time, but I don't see it happening anytime soon. Vive hasn't released their prototype to developers yet, but it should happen fairly soon. Vive will probably announce a number of software developers supporting their hardware at E3, but I doubt there will be any flight sims in the early mix.
  4. Coding is a process, that's almost impossible to predict. You fix two bugs, and the new code that fixed the bugs creates another bug somewhere else. You just keep plugging along until you think you've fixed enough bugs to release it, or present it as a beta to the community to find further bugs that didn't rear their ugly heads on the in-house testers computers.
  5. Palmer Lucky "CV1 displays are on the cutting edge of current display fabrication technology. Low persistence/high fill/90hz/global update is critical!" There is a lot of display qualities beyond just resolution that are required for a decent VR experience. Lucky has also stated that they've made a number of optimizations that have made CV1 graphic quality even better than the CB prototype. Hopefully the public will be able to review the CV1 at E3. Interesting post by Koomer on redit Dual screens 2160x1200 (25% more pixels compare to 1920x1080 DK2) 90hz (20% improvement compare to dk2 75hz, more function, increases perceived resolution, more presence) high fill screen ("Better" Pixels, subpixels fills up more space, less empty unused space, less SDE) global update (All pixels update at the same time, no screen warp/skew with head movement, more presence) Lighter (200 - 300 grams, 440 grams for DK2) Significantly improved lens (bigger sweet spot, no chromatic aberration) Improved Ergonomics (more natural fit) Embedded mic (function, ease of use, standard) 3D audio earphones (Developers can take advantage of standard, ease of use, ergonomic) Even Lower latency (VR feels more lifelike) More accurate Headtracking (greater comfort, more function) 360 degree Headtracking (greater immersion) Better tracking camera (wider fov, improved immersion) Input (ease of use, greater immersion) we also have some various improvements graphic card makers will include this year to further optimize the VR experience, for example: AMD LiquidVR • optimised scheduling • improved cpu/gpu parallelism • multi-view rendering • asynchronous timewarp • late latching • additional latency savings between 10 and 20ms There are also many more updates to come in the Oculus SDK that will provide additional improvements to performance, ease of use, and stability. All these improvements works and compound on each other, Which yields a superior presence inducing VR experience. It's so easy to underestimate CV1 if we only focus on one thing. Edit: if this post is going to get down voted then please also make a comment. why should we not look forward to all these improvements? Edit2: corrections & suggestions /u/nairol /u/Zackafrios /u/Soryosan /u/cegli (acknowledge i should've used than instead of then in title, title can't be edited) TLDR: The CV1 has many small improvements working together to yield a surprisingly good VR experience.
  6. "The idea that Oculus chose a low spec panel has no basis. The Rift uses the absolute best panels possible today, not only in resolution, but in every other spec as well. You probably wish display technology was a few years better (as I do!), but this is the best that can be done today, and the optimizations we have made paid off - the Rift looks fantastic, even better than Crescent Bay." http://www.reddit.com/r/oculus/comments/362io8/powering_the_rift_oculus_blog/cradzl8?context=3
  7. There is always a compromise between screen resolution, and required performance, so its understandable that Vive and Oculus have ended up with around the same res. No word yet if Samsung has supplied Oculus with custom 2160x1200 90hz displays with special features that are suited for a better VR experience. That said there haven't been a lot of complaints about the RES /SDE of the Vive and CB headsets at the recent tech shows. The 90Hz display should also help in a higher perceived antialiasing setting. Hopefully once the NDA is lifted, DCS can give us some info on their RES/SDE experience with the CB prototype and EDGE. Personally I'm not too concerned about a small amount of SDE as people soon forget its there once they are immersed in the experience. RES is another thing all together from the poor experience I've had with the DCS and the DK2 with 75hz 960 x 1080 Per Eye . Although a huge part of the problem with my DK2 experience is that I can't adjust the IPD enough to make a proper assessment.:( DK2 75hz 960 x 1080 Per Eye CV1 90hz 1080 x 1200 Per Eye Is that good enough, although a lot depends on what OPTICs etc are used. More importantly atleast for me is a physical IPD adjustment. If you've ever looked thru a pair of binoculars set at the wrong IPD you'd know what I'm talking about.. It doesn't appear to be available in the recent CV1 pics. It would be nice if the slider had something to do with the IPD adjustment, but I'm not so sure it does. It looks like they are going to spoon feed us weekly spec details until E3.
  8. Of course we can expect optimized performance with the beta over the original DCS graphic engine performance, and its quite possible that the beta will be optimized by the time the beta is finished. As well as possible further performance optimizations thru the life of the product. Code isn't written on stone tablets.
  9. There is always a balancing act between performance and quality. Hopefully they've designed EDGE so that they can easily upgrade most aspects as the sim is optimized and computer systems allow.
  10. This is so cool, flying a radio control P51, from a pilots perspective, using an early Oculus Dk1 prototype, and motion control video camera. http://www.chonday.com/Videos/rcpapfpov3
  11. Its my understanding that DCS World 2 will come out in beta form, and the download will include the beta Nevada map. "Beta" as in having most of the internal testing done to relatively satisfactory degree, that could well include more than a few bugs, and releasing the beta to the general public to have it tested on wider spectrum of user systems.
  12. Hopefully the Vive and/or Oculus will have an IPD adjustment or a very wide range of usable IPD's, otherwise I will have to pass until later versions. The next few weeks should be very interesting. I would imagine that DCS is one of the developers who've been given one of the Crescent Bay prototypes, so I'm also looking forward to EDGE and DCS VR optimizations.
  13. Clickable pits are a good idea in VR, but I'm referring to, and personally prefer the tactile feedback of Hotas systems switches, dials, levers, etc, and never use clickable cockpits. Maybe someday if a VR glove gave tactile feedback, but I'm not so sure that will be properly done anytime soon. I also like the fact I don't have to memorize all the different aircraft cockpit switch etc positions.
  14. Not seeing the keyboard shouldn't be a problem for WW2 pilots, but could be a problem for more complex modern aircraft. If you can program all the inputs you need into a Hotas it shouldn't be a problem. It will be even easier for the pit builder, as he can program more inputs. I doubt that anyone who has built their own pit couldn't easily find all the switches, etc without having to look. Its not like all the switches have the exact same shape and feel.
  15. Its unlikely that DCS has had time to look at supporting the Vive headset yet. They are burning the midnight oil completing EDGE which would probably have improved Oculus Rift support. Hopefully they've made time to apply for the free HTC Vive prototype that could be available in the coming months.
  16. That is good news, and developers are starting to announce support for the Vive headset.
  17. I would agree if combat flight sims weren't such a niche market with no funding to create support for multiple VR headsets. Maybe a third party like Vorpx could spend the time creating the necessary code, but they seem to be more interested in bigger markets. Currently we are lucky that ED sees the upside of VR support and a member of the Oculus team is a huge DCS fan. Hopefully the SDKs of Oculus and Vive are similar enough or easy enough to work with, but VR developers have said its not hard to create rudimentary support for VR, but VERY difficult to do right. Its suggested that the best code will be written especially for VR, not code that is converted to run VR. Hopefully the new EDGE graphic engine in the works is also being optimized for atleast Oculus support, if not generic VR support for multiple VR support.
  18. Good luck with that. I think ED already has its hands full building Oculus VR support in the new unfinished EDGE graphic engine. I hope I'm wrong and ED gets its hands on the Vive prototype and SDK in the next month or two, but I wouldn't hold my breath on having Vive support by Christmas.
  19. Competition always has developers holding their cards closer to their chest. Oculus has suggested they've been working on a number of features for the CV1, that have yet to be announced. Most likely because they want to keep them secret, and their is no point announcing a feature until they're sure it will actually work. It will be almost a year since Oculus started putting together their Crescent Bay prototypes, so a number of things have probably come together since then. I doubt the Vive will have much to show in regards to improvements to their Vive headset at E3, and will probably concentrate on showing the developers projects that are supporting their headsets. Much like Oculus did at some events. There are always delays, so I doubt the Vive will be able to release their product with a comprehensive set of available software before the end of this year. They haven't even released their prototypes to developers yet. Its more likely we will see Oculus and Vive release in early 2016, both having successful launches, while the one with the more comprehensive software suite winning early sales. That said the market will be large enough to accommodate a large number of competing headsets. Its a win/win for us.:)
  20. Oculus: ‘Focus is on full games/experiences’ for Rift Launch http://vrfocus.com/archives/14447/oculus-focus-full-gamesexperiences-rift-launch/ Oculus E3 Appearance Teased: ‘we can’t wait to share what we’ve been working on’ http://vrfocus.com/archives/14419/oculus-e3/ Analyst: ‘Facebook Earnings Call Didn’t Rule Out 2015 Oculus Rift Launch’ http://www.roadtovr.com/facebook-earnings-call-oculus-rift-release-date-2015-launc/ E3 should be very interesting this year with the VR launch just months away. Not sure if Vive has had time to make many changes to their headsets so I think they will focus on advertising the game software that they plan to have ready for their launch. Oculus has hinted at a number of headset features, that they've never disclosed. Hopefully we will see some of them at E3.
  21. No one has reported motion sickness with the Oculus Crescent Bay or the Vive headset, in limited testing at Events. Time will tell if their will be a problem when using more complex gaming software for longer periods of time. Carmack is rightfully concerned about motions sickness being a problem, especially since he is working exclusively on mobile VR that doesn't use the sophisticated external motion sensors that Oculus and Vive are using. That said Carmack was surprised when they didn't see a lot of customer complaints from the first prototype release of Samsungs GearVR.
  22. Sorry as long as you keep passing on misinformation to the community, I will call you out. Motion sickness is a problem in VR, and suggesting Oculus has the problem, and Vive doesn't, is totally ridiculous, and should be called out. You know you can support one product without having to spread misinformation about another. :)
  23. There is no doubt that turning to check six is definitely a lot harder in VR than with TrackIR, but that doesn't make TrackIR realistic. I know as I've grown older, I've lost a lot of flexibility, and just turning to backup my car is much more difficult. My VR cockpit will definitely have to have chair that swivels a little to be competitive with the flexibility I had forty years ago. lol
  24. Your suggestion that Oculus still has a motion sickness problem while Vive doesn't is as usual totally ridiculous. Carmack did suggest that motion sickness is still a problem for "ALL" VR hardware, IF the software used with the VR unit isn't properly coded for VR, and/or the action in the software isn't suited for VR. We are especially not going to see software demoing Valve or Oculus's latest prototypes at VR Events that will have people feel motion sick. That said, I think the Oculus and Vive consumer hardware will have specs good enough for most people to avoid motion sickness, IF and ONLY IF they run properly coded VR software, and software that's a good fit for VR. Vive nor Oculus will have much control over the software that will be run on their units. They can only suggest "Best Practices" guidelines.
  25. Cormack was talking about the early DK1, and DK2 prototypes in the hands of the public, which could be used in Youtube videos. There are no new Oculus Crescent Bay prototypes in the public hands. That said motion sickness is a big issue and isn't solely dependent on the VR hardware as I already tried to explain to you. Cormack is right, motion sickness is a big issue. Vive and Oculus can claim all they want that they have addressed the motion sickness issue, but we won't know that until units are being used by the public as apposed to Event demos used with controlled software for a few minutes. If your going to use quotes try to make them relevant.
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