

dot
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Everything posted by dot
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Using one thread for audio and another for everything else could hardly be called multithreading. Hopefully with a bit of elbow grease DCS engine programmers will be able to spawn more than two threads at some point... https://software.intel.com/en-us/articles/multi-threaded-rendering-and-physics-simulation/ https://software.intel.com/en-us/articles/designing-the-framework-of-a-parallel-game-engine/ https://software.intel.com/en-us/videos/dont-dread-threads-part-1/
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It's a shame they took out the front facing camera for CV1. http://vrfocus.com/wp-content/uploads/2015/06/OculusLeak6.jpg http://vrfocus.com/archives/16398/huge-oculus-rift-leak/ Probably some accountant in FB calculated that they can save few bucks if they leave it out. Gear VR has a front facing camera which works surprisingly well, but it seems that some features (like 1440p resolution and front facing camera) will be reserved for mobile VR this generation :pilotfly:
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If everything else fails running i5 >4.5ghz should hopefully be enough for rifting at constant 90fps with decent details on DCS2, if not what will? And I really hope SLI or CrossFire will be supported as a simple 'if not sure, use brute force' solution for performance issues with stereo rendering.
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DirectX 12 should help a lot with that. http://blogs.msdn.com/b/directx/archive/2014/03/20/directx-12.aspx
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I'm not sure how StarVR will work with a single threaded DSC engine. If all fails, we can overclock i7 to 7 ghz :D http://www.tomshardware.com/news/Intel-i7-4770K-Overclock-Haswell,22410.html
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I hope VR will be a great thing for flight sims (since it's such a great fit, just like racing sims). I'm also hoping for resurrection of the mighty force feedback joystick, if not I'm holding on to my MS FF2 and g940 :) Other than that all we need is 6dof motion platform for a holodeck experience. https://www.youtube.com/watch?v=RMW0GztloUo
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Right now you can build PC with Oculus recommended specs for VR for about 650$. http://pcpartpicker.com/p/pqP4kL I think the price is not the issue, but technical requirements of running high end gaming rig optimally (windows, drivers, stability, etc.). If VR is for the masses (according to Oculus) then the question is can average PC users easily maintain a VR gaming rig?
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Yes, this effect is visible in real life where resolution is not an issue, so there is no need to draw distant objects twice in VR.
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Valve did an interesting talk about VR rendering at this years GDC: They seem to think that brute force rendering everything twice is simply - bad.
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I really hope DCS will be able to run at 90 FPS in VR, Maybe multithreaded rendering could help with this? Also you don't need to render everything twice. Stereoscopy is very important for objects up close - (cockpit). Parallax effect for distant objects > 100m is so low (due to low screen resolution on VR HMD) that there is no pont in rendering distant objects twice.
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Sorry, I should have said; what are the recommended specs to get DCS/ DCS2 to run at 90fps in CV1 or Vive? I agree, there is no point buying new PC for VR before Vive or CV1 come out (unless you currently have macbook air and want to play with DK2). Also next get gpus seem to have much better memory bandwidth (virtual triangles will love this :) http://blogs.nvidia.com/blog/2015/03/17/pascal/ http://www.legitreviews.com/amd-radeon-r9-390x-video-card-specifications-performance-numbers-leak_160191
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Are there any words on recommended PC specs required to get 90FPS on Oculus CV1 and HTC Vive? Will Oculus recommended specs do? NVIDIA GTX 970 / AMD 290 equivalent or greater Intel i5-4590 equivalent or greater 8GB+ RAM
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No, have a look at the nvidia article, if there is nothing in the sampled pixel, usually nothing is drawn. This is the same situation supersampled: You can imagine that the lower the resolution the bigger problem this is.
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This might work if ED guys tweak their engine to render distant aircraft much bigger (so they appear within 1 pixel on the screen) as most game engines go, if something is too far (occupies less than 1 pixel) then most likely it won't be visible on the screen. The way to reduce this problem is to supersample, as explained in this article: http://www.geforce.co.uk/whats-new/articles/dynamic-super-resolution-instantly-improves-your-games-with-4k-quality-graphics However, the higher the screen resolution, the less of a problem this is (atm it's a huge problem).
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I think I'll buy either Vive or Oculus (Vive seems better atm), but they could have done much, much better in terms of screen specs. (apparently Oculus sold themselves to FB so they can get a custom screen)
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I think that screen dimensions are not that important. Smaller screens go closer and larger further away from the lenses. What matters is the FOV you can see in the headset and the screen resolution.
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It will definitely be an improvement, but I fear it won't be a big one. If you have a chance, have a look at Gear VR, it has about 42% higher resolution than CV1 and about 77% increase in resolution compared to DK2 Here is comparison between 1080p and 1440p mobile screen: http://www.androidpit.com/full-hd-vs-quad-hd-vs-4k-phone-screen-resolutions Even 1440p screen is not that great up close, so going for a much lower resolution is (imho) sad.
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To make the list complete: DK1 60hz 640 x 800 Per Eye DK2 75hz 960 x 1080 Per Eye - Increase over 100% in resolution compared to DK1 !!! CV1 90hz 1080 x 1200 Per Eye - Increase of about 25% in resolution compared to DK2 :( Cv2 ? This is a worrying trend. Even if there is no screen door effect (pixels are jammed right next to each other) you still won't have enough pixels to make out distant objects. I fear that most VR experiences for now will be pigeon shooting inside a room and racing and flying sims will have to wait for different optics or higher resolution screens. I hope that 2nd gen VR HMD's come as soon as possible. About IPD, just try looking with one eye and check if you think that's good enough for a flight sim.
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I'm not seeing passthrough a camera, hopefully there will be add-ons. Not sure what's the sliding button on the bottom of HMD is for, maybe lens adjustment? Main thing for me is the resolution, hoping for 4k, but we might have to wait 2nd or 3rd release...
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Thank you for point that out:thumbup:
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Just got an email that Oculus is shipping Q1 2016, pre-orders later this year. Technical specifications next week.
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Hi all, Seeing keyboard technically should not be an issue (try ) My dream setup for oculus DK2 would definitely have to include Logitech G940 (because it has FF) and something like this :D