

dot
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Everything posted by dot
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HDK2 is not available to order yet, but it should be shipping next month. Thankfully, I've made all my VR purchases on Steam so I don't really care what happens with Oculus and their store. Hopefully Steam integration will work well with this headset, but I hope ED will take a bit of that development fund and make a nice port :)
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I've jumped off the hype train and sold my DK2 and CV1 few weeks ago. I'm just not impressed with god rays and pentile displays. (I was going to wait for 2nd gen or massive price drop). OSVR is a lot cheaper than CV1 or Vive and has 50% more red and green subpixels (basically has double the resolution in red and blue color space, and no fresnel lens) so I'm really happy to get cheaper and better HMD so soon! :)
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Next month HDK2 is coming out with an RGB screen! so you'l be able to see twice as much red and green pixels (compared to vive and cv1) :)
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Yeah, I've just added them to see what we can hope for in the future. I disagree about differences between pixel arrangement and subpixel count. Every HMD has some kind of difussor to hide the space between pixels, however, when you have no subpixel, then nothing can help you, the thing that should emit light is just not there :) Take your pentile HMD and look at any solid color except green and you'd see the infamous pentile screendor effect, dark spots with no color, or completely wrong color. [ame] [/ame] Also, with text, sometimes the nearest blue or red pixel, is one pixel away! which looks absolutely awful in VR! RGB should at least fix that, so I'm really happy that HDK2 is coming out next month.
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To illustrate the issue about sub pixels, I've sketched a short two slide presentation :) (for fun I've also added two mobile phones to this comparison)
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Not sure about the list, but they've just announced 5 million dollars development fund, so I hope ED will contact Razer and talk about a native port. http://www.osvr.org/blog/?p=183 http://www.osvr.org/fund.html HDK2 looks like will be the VR headset with best picture quality so far (it has RGB pixel arrangement) and should make a great headset for DCS! (reading text should be much easier than on Vive-CV1)
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I think that ppi is not that important. i.e. smaller screen have higher ppi than larger screen with the same resolution. Screen size is not the most important factor in VR, if you have larger screen you'll just have to place it further away. What you need to worry is resolution (the number of pixels) and FOV (how much you have to stretch those pixels). Pentile is more or marketing scam imho, and it might not be noticeable on 5" phone when you are looking at it from 1m away, that's probably 2-5 deg. FOV. When same screen is stretched over 110 deg fov, the lack of subpixels is clearly visible.
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Oh, is this comparing CV1 with HDK1.4 (1080p rgb screen)?
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How is that? If the resolution and the screen size are the same (and they are), then screen with more subpixels (RGB) will have smaller pixels, not larger? Pentile screens probably have larger space between subpixels.
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Basically pentile screen has one green subpixel and shares blue and red subpixels between two rows, so it's 1 green, 0.5 red, 0.5 blue subpixels per pixel RGB has 1 green, 1 blue and 1 red subpixel per pixel
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I think it will look better than both! It's the same size and same resolution screens, just OSVR has 50% more red and blue subpixels:thumbup:
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If it works with Assetto Corsa and DCS I'll be happy (oh, and hopefully Star Citizen). Steam VR is supported so there should be plenty of games. Oculus seems to be moving into console territory with Microsoft, but thankfully Razer is pushing the envelope in PC VR.
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Actually I'm not in a rush after watching this video! [ame] [/ame] It's using RGB panels! which means 50% more subpixels than on CV1/VIVE!!! Can't wait to try this, it should make text much more readable and probably improve the overall image quality. The lack of hand controllers is not an issue since I'm using G940:joystick:
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Me too :( It seems that they went with 'industry leading' pentile displays which have 20% less subpixels than PSVR and 50% less subpixels that my phone from 2014 (lg g3) :doh:
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osvr hdk2 looks interesting for 399$, but worried about 'dk' part of the name, that might imply very short warranty. http://www.osvr.org/hdk2.html
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I was hoping for a higher res screen, but 200$ less than oculus is nice! Also this headset might be more motion sim friendly! :smartass: :pilotfly: http://vectionvr.blogspot.co.uk/2015/04/going-osvr-way-part-1.html
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399$ HDK2 announced, shipping in July! Screens look about the same as CV1 and Vive. I really hope OSVR is not pentile, but not holding my breath...
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I'd be happy even if they come out with 2560xRGBx1440 screen. compared to Vive and Rift that would be a huge improvement! Vive and rift have 2160 x 1200 pentile screen so: 2160 x 1200 x 2 = 5184000 subpixels 2560 x rgb x 1440 x 3 = 11059200 subpixels which should result in much better image than what we're seeing now.
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How much better is Rift than Vive for DCS World?
dot replied to captainkoloth's topic in Virtual Reality
I think this might be much better for DCS! https://www.vrfocus.com/2016/06/raze...m-for-e3-2016/ from their: Ask Them Anything: OSVR, makers of the OpenSource HDK VR headset, and unifying technologies to drive VR & AR success On increased resolution - we want to make you guys happy, so maybe we just might have to give in to this request. I'm hoping for at least 2550xRGBx1440 but hey said double so it could be higher :pilotfly: -
from their: Ask Them Anything: OSVR, makers of the OpenSource HDK VR headset, and unifying technologies to drive VR & AR success On increased resolution - we want to make you guys happy, so maybe we just might have to give in to this request. !!! I'm soooo ready to jump ship from Oculus to OSVR, specially if it will have a better screen :)
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https://www.vrfocus.com/2016/06/razer-tease-new-virtual-reality-system-for-e3-2016/ \o/
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What is the correct resolution setting for CV1? 2160 x 1920 or should I set it a bit higher, 1.3X for better antialiasing?
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Kudos on Microsoft Sidewinder FF2! It really works great in VR:) For a personal flight holodeck, one just needs a small 6dof motion platform :)
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I'm not advocating for GameWorks at all, I'd just like better performance in VR. At this point I'd be happy with DX11 multi threaded rendering (and hope to hear that devs are testing Vulkan).
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the point is to move away from single threaded rendering engines as soon as possible. Nvidia, AMD and Microsoft have done a lot of work on this and now it's up to game devs to implement it. I understand that devs might not want to implement it in the near term (they're probably on a fixed salary) so we need to make more noise :)