Jump to content

Chivas

Members
  • Posts

    545
  • Joined

  • Last visited

Everything posted by Chivas

  1. Are you sure. I'm no techy, but I'm not sure why single pass multi projection would have to be DX12 only. Atleast the Nvidia presentation didn't suggest this.
  2. Chivas

    PASCAL

    Pascal is the much needed answer for VR DCS. The new single pass multi projection tech will remove the hit VR takes on our frame rates, making it so much easier to maintain 90fps/hz. Along with the much higher performance, users should be able to fly DCS at the highest settings with few problems.
  3. I'm just going thru the RMA process with the Rift, now. If you're having problems with the Rift save yourself a lot of grief by testing the Rift on a friends computer, even if their computer recommended specs are a little low. I would have saved countless hours in driver searches, installs, new PCIe to USB3 controllers. Rift support was supportive, but you can wait a couple of days for an email reply. I also waited almost five days for an RMA shipping label, but I'm sure that process will get shorter soon, as I don't think they're support/returns department procedures was up to speed.
  4. Not many people playing DCS will have both systems, but hopefully someone will help you soon enough. The general feeling is the Rifts displays, optics, and ATW software work better. With Vive having a slightly higher FOV. If your primarily a flight/racing simmer the Rift may be a better choice. See youtube videos from Flyinside, Tested, and UKRifter, all very experienced in the difference between the headsets. Also the CFS...Cliffs of Dover could have Rift support this year. If your a general gamer, and can't wait for the Rifts Touch controllers, the Vive might be the better choice. :)
  5. You should have no problems. There are no power connections, just USB and HDMI ports. I believe the Vive uses power connections for their laser trackers.
  6. I not sure how the review is flawed. He stated that its a comparison of Headsets, not a Headset compared to a Headset with tracked controllers. Its obvious that a headset with hand trackers is far more immersive, and would be the first choice for many gamers. BUT this is a flight sim forum where the quality of the headset and software should be far more important. As flight sims software advance to take advantage of tracked controllers we can take a look at the pros and cons of the Wands, and Touch controllers. UKRifter had this name long before anyone heard of the Vive, while he was testing Rift prototypes. He has compared the Vive and Rift on far more games/sims than Eve. He's also understandably using the Vive more as he explores the wonders of full room tracking. His conclusion that the Rifts headset/ATW software is better, goes along with Flyinside conclusion that the Rift headset/ATW software is better for flight sims.
  7. I'm sure the Vive works great for you, but since you haven't been able to compare it to the Rift, I suspect the reviewer might be in a better position to have an opinion.
  8. Yes, there is a nose gap depending on the size and breadth of your nose. Personally I don't want a nose gap, but its not an issue as I usually darken the room while in VR. If it was a problem it would be very easy to modify the nose gap to suit. It was probably a good idea for Oculus to incorporate the larger nose gap, as a pinched nose would be more annoying than the gap.
  9. You wont go to far wrong by buying the Vive headset, as it is very good, and you can have room scale controllers now. BUT... if your primarily a flight simmer the Rift could be the better choice. The Rift has more refined Displays/Optics The Rift is likely to be more comfortable for more people for longer periods of time. The Rift is much cheaper for flight simmers. The Rift ATW software appears to be working better than the Vive equivalent.
  10. I believe the first Pascal's will also be using GDDR5X, so its still possible for sometime this year.
  11. They are supposed to be announcing the Pascal at GTC, but no launch until later. How much later I don't know, but it will probably be just outside my 3 month EVGA upgrade option. :( That said I some good news today, in that the Rift has now shipped, and supposed to be here in Canada in two days.:)
  12. Just wondering out loud, but since the Rift is sold near cost, and has most of the tech necessary to create the best experience possible. Your not going to find a custom VR display, or the custom optics, anywhere near as good, and the software to make it happen. Not trying to rain on your parade, as I love creating stuff aswell, but just saying.
  13. Finally.....Processing for Shipping...Paypal charged....should get shipping and tracking number for the Rift soon :thumbup:
  14. Yes , good review, and pretty much my thoughts so far on the two systems. For those with IPD's on the outer edge... the Rift IPD range is 58/72 and the Vive IPD range is 61/75. Another thing I found interesting is their thoughts on the Social functionality that is needed in the Steam, and even more so in the Oculus Home UI's. Suggesting that whichever team ups the social aspect will help them win more users. Especially when the social aspect horrified so many people when Facebook bought Oculus.
  15. I don't have a problem with Sentry, and he's not the "particular person" I was talking about. I could have put that particular person on ignore, but they he would have gotten away with posting crap that those less familiar with VR might use in their choice of a VR headset. I have no problem with people buying the Vive, as its a very good VR headset. IMHO the Rift is a better choice for flight sims, but I may have to buy a Vive myself depending the max IPD adjustment of these units.
  16. Thanks, Its good to know I have another good option if the Rift doesn't pan out.
  17. Again I don't care which one is better. By far most of my posts have been to counter those that can't post something good about the Vive without posting some miss information about the Rift. One particular person posts everything negative he can find on the Rift, whether he knows its true not, and anything positive he can find on the Vive. Do I think the Rift will be the better unit, yes. My judgement hasn't been clouded by any dislike of Facebook. It should be obvious that Oculus has far more money, and far more VR specialists in its development. Not to mention all the resources, etc coming from its partnerships with Facebook, and Samsung. Those advantages have been born out by the obvious more refined Rift headset, and Touch inputs. Its not a forgone conclusion that the Rift full room tracking will also be on par or better, as just one idea from one person can make a huge difference, but the odds are still in Oculus favor.
  18. The Touch will come with an extra camera, or atleast the option to buy another camera. Both systems will have the exact same occlusion problems, with two cameras mounted in the same positions, as it all about line of sight. It will all depend on what you want to do with your tracking system and place the trackers accordingly. Oculus has said programming a Chaperone system is fairly easy. Hopefully they come up with something less immersion breaking, but not sure how that would be possible. Its not so much a zealous faith in Oculus, its more a case of a counter argument to those that maintain that the Vive solution is better. What I've seen so far is that most features of the Rift are more refined, and that will likely hold true when the Touch inputs are released. I really don't care which one ends up being better, as I will end up with the one that best suits my needs.
  19. Does anyone know what the IPD adjustment limits are? I believe the Rift's IPD max is around 72, which is just outside mine. Hopefully the Vive is wider if the Rift doesn't work out for me.
  20. Anyone with the Vive know what its IPD adjustment limits are. I believe the Rift IPD adjustment outer limits is around a 72 IPD which is just outside my 73 IPD. Thats my main concern with the Rift. Hopefully the Vive is larger, so I have another option if the Rift proves unworkable.
  21. The Vive roomscale will be slightly bigger. Vive max 5 meter squared as opposed to the Rifts 4 meter squared. The Rift inputs are already more refined, and they've also had the opportunity to look at the Vive's safety grid solutions positives/negatives which should give them a good idea on how to make it better. The fact that you can take one more step with the Vive isn't a big deal. The main immersion multiplier is the hand tracking. There is no guarantee the Rift solution will be better, but its highly likely to be as good or better. Like you said the best idea is to check out both units, and then decide which suits you needs best. If you already have one, you can easily sell for far more than you paid, and have an almost free VR solution.
  22. Ok I'll give him some reasons. Its cheaper if he's primarily a flight simmer, and the parts delays have translated into free shipping. Cancelling his order would also put him at the back of the line for either headset. If you want room scale VR, you can add it later, as the Touch inputs are likely to be more refined than the Vive wands. The headset is comfortable and well balance for long periods of use. The headset includes a decent set of headphones. The displays and optics appear to be more refined that the Vive in regards to SDE and larger sweetspot. These features should be of paramount interest to flight simmers, where we need to spot distant objects. The ATW Oculus software appears to be working very well with DCS. If he doesn't like the Rift, he can sell it for quite abit more than he paid for it, as long as the demand lasts, and it doesn't appear to be ending anytime soon. All that said, he wouldn't go far wrong by ordering the Vive, as it also appears to be a very good headset, but IMHO the Rift appears to be a little more refined.. edit...only one flight sim developer (flyinside) has talked about the difference between the Rift/Vive, and his thoughts would imply that the Rift would work better for flight sims, and the Vive is the obvious choice for handtracking atleast until the consumer Touch inputs are tested.
  23. If the Touch inputs are accurate enough, I can see people creating quick connect docking stations to replace the Stick and Throttle, where those docking station move in the appropriate direction, with a quick release to move the input to adjust switches, levers etc.
×
×
  • Create New...