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Posted
I had a DK2. Had.

 

It was really hard to use because it made me very sick very fast, not sure why.

 

Sent from my SAMSUNG-SM-G900A using Tapatalk

 

Easy. Your frame rate/refresh wasn't fast enough. I got sick as a dog (not immediately, but within 5-10 minutes) After 1.5 came up, that all disappeared. The difference was that with tweaks, I could maintain 75FPS.

hsb

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Posted

How do these compare to STARVR?

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Posted
How do these compare to STARVR?

 

The StarVR has awesome field of view, BUT at this point its doubtful a computer system could drive that many pixels at 90fps.

Posted
The StarVR has awesome field of view, BUT at this point its doubtful a computer system could drive that many pixels at 90fps.

 

Yeah, this. It is also using an optical tracking system like Oculus.

 

I think it would be a good option for companies, or organizations where money to spend on a high-end computer is not an issue. But for mid to high-tier consumers, it's *too* good.

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Posted (edited)

It's Merry now (SLI part)!! :) thanks for posting

 

As for the hand motion, LEAP has that much granularity today. I'm sure that's why they used a picking up a ball demo. Leap Motion controller can do that much w/o even a glove. What it cannot do (Leap) is to track your finger hitting a switch. And by the looks of it, neither can HTC Vive. Otherwise, they would have showed more during the demo. Maybe I'm wrong, but there's nothing in the demo (I just saw the first one) that shows me the granularity required to manipulate dials and switches.

Edited by hansangb

hsb

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Posted

Let's hope so. But again, no one is showing fine motor skills. Let's hope that technology can deliver on it. I'm hedging my bet. I just ordered some GP-wiz40 USB controller and 40 DTSP switches. VR or not, it'll be nice to have some tactile feedback on some A10 switches.

hsb

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Posted

I hope it isn't wireless. Most people don't have the amount of space to make proper use of wireless movement. Also you obviously can't tell whats around you when you have the headset on so you think you are walking down a hallway? Nope you walked into a wall.

 

Eye tracking and foveated rendering would change VR forever.

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Posted (edited)

Wireless, no thanks ... receiving rather powerfull electromagnetic radiation for many hours a week, right around your brain must be rather deleterious to ones health, much more so than your average, short phone call.

Edited by RabidRider
Posted
rather powerfull electromagnetic radiation

If that's even what they're using.

 

I doubt the breakthrough is wireless tech, personally.

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Posted

The breakthrough could be anything, as I said it was just a rumour. There will probably be a few more rumours until, Vive decides to let the world know what their breakthrough is/are.

Posted

Although one has to wonder what other candidates are out there. It's not like there is a magical display to double the resolution. I suppose they could have lightened the need to have monster GPUs to run it. But wireless seems like the best candidate. We'll see.

hsb

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Posted

The creation of Avatars with over a hundred cameras was interesting, and I wonder if Oculus is working on creating rudimentary Avatars with their single or dual tracking camera system. It wouldn't be perfect, but you'd probably be able to recognise the person, from atleast the face front perspective.

Posted
The creation of Avatars with over a hundred cameras was interesting, and I wonder if Oculus is working on creating rudimentary Avatars with their single or dual tracking camera system. It wouldn't be perfect, but you'd probably be able to recognise the person, from atleast the face front perspective.

 

The avatar creation really interested me as well. Although I think for mass-creation or even user-creation you could easily get away with just a detailed head model instead of a whole body as shown in the video.

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Posted

Another reason foveated rendering is so crucial. Because then nearly every machine will have the ability to use VR.

 

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Posted
NHL Goalie Simulator On Display at Madison Square Gardens with HTC Vive

 

 

 

http://vrfocus.com/archives/27332/nhl-goalie-simulator-on-display-at-madison-square-gardens-with-htc-vive/

 

 

thanks for this. I'm going to a game (basketball, not hockey) on the 31st at MSG. I'll see if I can swing by and check it out.

hsb

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Posted

Vive DK2 still has SDE

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Posted
Vive DK2 still has SDE

 

Well... yeah. The display has to be at least 4k each eye to not have noticeable SDE.

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Posted
CV1 better not or I won't buy it.

 

They will both have screen door so I guess you'll have to wait for cv2.

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Posted

I haven't read much about SDE problems, that wouldn't be quickly forgotten with the latest version of the either headset. I read somewhere that one person suggested that there is still distant object blurriness in both headsets, which isn't optimal for flight sims. One person also suggested that they could see the ridges on the Vive Fresnel lenses, and the glare off them in certain lighting conditions. No word yet on glare with the Rift custom built lenses.

Posted
Let's hope so. But again, no one is showing fine motor skills. Let's hope that technology can deliver on it. I'm hedging my bet. I just ordered some GP-wiz40 USB controller and 40 DTSP switches. VR or not, it'll be nice to have some tactile feedback on some A10 switches.

Search for Control VR! Gloves with individual Finger Tracking combined with LEAP motion like cross-reference check for position in space.

In addition they track elbow joints and upper body, giving you fine control of the complete arm/torso section, down to the individual finger.

 

Unfortunately they seem to be in some trouble after the kickstarter... That was the most promising approach to fine control in VR until today... :sad:

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Posted

Yeah, I backed Nimble Sense and they joined Oculus. I guess we'll have have to be patient.

hsb

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Posted

So what I've gathered so far, the very very big breakthrough, is a combination of the forward facing camera enhancing room movement safety, and a brighter display with some sort of filter system, to improve clarity.

 

From what I've read, I'm not so sure yet, that the forward facing camera will be clear enough for those with problems finding their cockpit switches, but it should help get them into the general area. Muscle memory would probably be more accurate for most people, and it wouldn't kill immersion which is the whole point of VR. It might be a problem if every switch in a cockpit were exactly the same, and you'd have count how many across, and how many lines down, but that's not how cockpits switches, levers, and rotaries are setup in a cockpit..

Posted

I feel like a broken record saying, but eye-tracking and foveated rendering is a MUST for VR to continue to grow.

It helps with so many things especially reducing the workload for the CPU/GPU by rendering only what is necessary and in doing so would allow for larger resolution screens and less SDE.

 

As for USAF simulators, I think the old fashion physical cockpit with all around projectors is the better way to go. At least for professionals, as for amateurs like ourselves VR is the best type of immersion you can get without building and dishing out cash for all the expensive hardware.

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i7 2700k --EVGA GTX970 --16Gb RAM --Seiki 39" 4K --Saitek X-55 Rhino --Saitek Pro Flight Pedals --TrackIR 5 --Win10 x64

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