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S3NTRY11

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Everything posted by S3NTRY11

  1. Hell yeah! Now we're talking!
  2. What you're seeing needs to be measured in degrees of view, not as relative to the rest of what we see on the YouTube render. The camera image could be monitor size. Either way, I'm sure it's a practical size, or it would be a little pointless.
  3. For a lot of reasons, only the most severe stutters or framerate issues would show up on YouTube, but as you also say, the fact that he doesn't mention any issues related to that is a great thing. I wonder what the min-spec for VR in, DCS itself, is going to be.
  4. But you can't, so what are you getting so worked up about? I would not be surprised at all if a market developed for unwanted controllers.
  5. Calm down. I was just saying, from a technical standpoint, reviews aren't going to change much. Because they can't. Because not much at all will have changed. Everything you say says you prefer the Rift anyway. Don't know why you're entertaining the notion of the Vive if you're not interested in room-scale. It's well-established that the Rift is better, in many ways, for the seated experience. Put simply, you'd be paying more for something you quite clearly have no interest in.
  6. If you can't rely on reviews of the Pre, I doubt any reviews of the commercial version are going to shift your view too far.
  7. There's a term for that, and it's milked every time. Early adoption.
  8. I think there's been a bit of a misunderstanding by j0nx. SteamVR doesn't mean all Steam games make the most of Vive features. You still need to implement the SteamVR/OpenVR API within a title for the Vive to work as you'd expect. As an aside, from all reports, DCS will be supporting the Vive, including controllers.
  9. While we're sharing cool Vive vids: Ignore his nonsense comparisons to the Rift DK2. I am kinda looking forward to his eventual testing of the Rift though.
  10. Both commercial headsets have a 90Hz refresh, just to be clear.
  11. In my DK2 experience anything significantly lower than 75 fps (<60), isn't just crappy, it's downright headache inducing. If you are able to not have any issues with it, all I can say is that I'm damn jealous. I guess at least the Rift guys will have async timewarp to help out a bit.
  12. To read that, it looks like ED are no longer using the Oculus SDK? I wonder whether that's the case, or whether I've read that wrong, or the guy is speculating.
  13. Can you point out where I did that? Simply saying something doesn't make it true.
  14. Yikes, why isn't that info in this thread?
  15. You may even make a profit, if you decide fast enough! Do you mean DK2? Because I can only imagine the nauseating experience that would be DK1 in DCS. What do you mean by 'optimized'? I imagine the libraries would be fairly similar, implementation-wise, apart from motion control integration. And those libraries would be optimised at the source, if you're talking about performance. There have been a few that have mentioned optimisation, but I seriously don't get the reference, unless you're talking about the optimum way to integrate controllers. And if it is controller optimisation you're concerned about... Well, it's a no-brainer - Vive FTW, obviously ;)
  16. So basically, what I said? ;) Edit: my bad, I did actually misread this one. Yeah, I disagree.
  17. I do need it clarified when someone can't say what they mean, or just spins what they mean when someone challenges their notions. Because... ...sounds very much like you are saying SDE is more important. Which is what I was seeking clarity on. Which I disagree with, for the reasons mentioned. So now you're saying my thoughts on what you were saying we're right. You're a strange dude. And yeah, I still disagree, as I said. Also, saying SDE fifteen different ways (SDE is just a manifestation of all the jumbled terms you used subsequent to it), doesn't increase the number of factors you're talking about. It's all SDE and it's all not going to make much difference at all. Or not not as much difference as you're huffing on about, at least.
  18. Hyperthreading and overclocking?
  19. Is your plan to sell the losing device? 1080x1200 per eye, 90Hz. That information has been available for quite some time.
  20. Just so we're clear, you're saying that SDE is more important than resolution and framerate? I disagree. Resolution and refresh rate are the most important things. Detecting targets is all about detail, and the only thing that can provide that is resolution. Even optics are more important than SDE in terms of their impact in lowering the clarity of that detail. Either way, if there were a clear difference between screens/optics in terms of quality, it would be universal truth, so I can't see there being that significant a difference, but this will only really become clear once both are available. For now, I don't have a problem saying that the Rift has the edge in the overall screen clarity stakes, but for me there are more pros to the entire package that come with the Vive. But you'd take what they say with a grain of salt, right? Not to belabour the point, but I don't think that better SDE will improve things as significantly for flight sims as you expect. I may be proven wrong, but I really doubt it. It's a couple of hundred less, unless you've picked some arbitrary currency to go by, without stating it. I'm sure you weren't deliberately providing misinformation. Good to see you followed your own advice. :music_whistling:
  21. What specs are we waiting on? I thought we had them all? Res won't change, refresh rate won't change, required user hardware can't really change.
  22. Then just buy the Rift?
  23. Timely, from r/vive: [ame] [/ame]
  24. In VR, you know it when the whole world stutters, which is a massive leniency with a monitor.
  25. The last information I recall is that integration is going well. That was well before Christmas. Wags made a general statement about better overall VR support in a recent update, which I thought was interesting, because it was no longer information specific to The Rift. There has been no information on integration of motion controllers, as far as I am aware.
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