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Posted

techspec-slider1.png

 

http://www.starvr.com/

 

I just wanted to create this thread as I'm interested in this VR peripheral.

Why I'm interested is that it will come with a FOV of horizontal 210 degrees and vertical 130 degrees.

 

I've heard that HTC Vive and Oculus Rift will have about 110 degrees FOV.

 

Anyone heard of any plans DCS supporting this device?

Posted

I think StarVR is a very interesting project with the right focus (broader FOV)! Since I first read about it, every time I put the Oculus DK2 on my head, it comes to my mind, that its FOV really is very narrow and you have the feeling of looking thru some porthole. Of course, in the "heat of the battle" I soon forget about it. But a broader FOV in both directions will definitely enhance the immersion very much. All the more for all the VR apps focusing on architecture or recreation/meditation and alike.

I hope VR support comes by GPU drivers and game devs won't have to worry, what brand and resolution of VR goggle is at the user's end. Then we'll even have VR support in IL-2...

Posted (edited)

It looks great. I hope they have some 'secret sauce' in their implementation other than a wide FOV. Oculus and HTC have hinted that the first generation of HMDs will have some unique features that will make them better.

 

It could be just talk but we'll see in a few months. It will be interesting to see the teardowns and testing that will show VR teams where the gains really are and what a standard implementation should be.

Edited by vicx
spelling :/
Posted

I've heard there are still a lot of issues to overcome before its ready. I can't remember what the issues were, but hopefully they will be overcome, as that field of view is awesome.

Posted

If I believe their website with regards to their resolution , fov, and how it compares to the competition I would have to say that it would be a long time until GPU's will have the power to deal with it.

 

It's not just the fact that they say they are pushing three times the pixels. That obviously has an effect on the framerate but the much larger FOV means you are having to render a lot more scene, not just pixels. Sounds like a good piece of hardware but with some titles struggling to get framerates good for lower end spec'd vr devices I dont see how it can be good for much more than a handful of specific and optimised games/apps?

 

Thats the short term view from me, long term is the other guys hardware will also improve as gpu's do.

Posted
If I believe their website with regards to their resolution , fov, and how it compares to the competition I would have to say that it would be a long time until GPU's will have the power to deal with it.
Fortunately, with really large FOV, pixel count and necessary GPU power do not go side by side and synchronious. Especially at the edges and even more in the corners of our FOV, we do not see as sharp as in the retina's center. Those regions will need MUCH less CPU/GPU power than the center! They will enhance the immersion very much, but the actual information we get from those far out zones is limited to light, shadow and a general sense of color (e.g. blue sky or earth), but to make out any details we have to turn our head or eyes and FOCUS on them.

In future we may be able to define our field of sharpness and how much "haziness" towards the edges we tolerate ─ which in return will affect FPS.

Posted
Fortunately, with really large FOV, pixel count and necessary GPU power do not go side by side and synchronious. Especially at the edges and even more in the corners of our FOV, we do not see as sharp as in the retina's center. Those regions will need MUCH less CPU/GPU power than the center! They will enhance the immersion very much, but the actual information we get from those far out zones is limited to light, shadow and a general sense of color (e.g. blue sky or earth), but to make out any details we have to turn our head or eyes and FOCUS on them.

In future we may be able to define our field of sharpness and how much "haziness" towards the edges we tolerate ─ which in return will affect FPS.

 

I would agree with you, that because of our vision, that would be a good way to provide some immersion with the wide FOV but not need to utilise so much GPU.

 

That is not what they are doing though. They specifically talk about the enhanced optics so that you can move your eyes and have a great picture anywhere across the whole FOV.

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