BigDuke6ixx Posted April 6, 2016 Posted April 6, 2016 (edited) I think thats pretty short sighted. Mobile phones have started looking at 4k screens.. .. . . Might take a couple of yrs but next gen VR systems will almost certainly have dual 4k screens. and still ppl will complain that 4k vr doesn't look as good (from the pictures they've seen) than their 4k triples, and they will declare that they will wait until 8k, by which time 8k vr wont look at good as their 8k triples and on and on and on..... Edited April 6, 2016 by BigDuke6ixx
Nascar Posted April 7, 2016 Posted April 7, 2016 Looks a little sketchy. Thermaltake Core P90 Tempered Glass//Thermaltake iRGB Plus 1200W//GIGABYTE Z390 AORUS MASTER LGA 1151//i9-9900K//Thermaltake CL420 Copper Radiator//Thermaltake W4 Plus//Thermaltake 140mm Radiator Fan Triple Pack//Samsung 1TB 970 EVO NVMe M2//SAMSUNG 970 EVO M.2 500GB //CORSAIR Vengeance RGB Pro 64GB 3200//GIGABYTE AORUS GeForce RTX 2080 TI//Logitech G940//Virpil MT50 Throttle//MFG Crosswind rudder pedals//Geko GSeat//Gametrix Jetseat//Htc Vive//Pimax 5k+//Viril VFX//Razer Nari Ultimate
SharpeXB Posted April 7, 2016 Posted April 7, 2016 and still ppl will complain that 4k vr doesn't look as good (from the pictures they've seen) than their 4k triples, and they will declare that they will wait until 8k, by which time 8k vr wont look at good as their 8k triples and on and on and on..... You'll need higher res than 4K per eye in VR to simulate 20/20 vision. Even using a 4K monitor you still need the zoom feature to see targets. i9-14900KS | ASUS ROG MAXIMUS Z790 HERO | 64GB DDR5 5600MHz | iCUE H150i Liquid CPU Cooler | ASUS TUF GeForce RTX 4090 OC | Windows 11 Home | 2TB Samsung 980 PRO NVMe | Corsair RM1000x | LG 48GQ900-B 4K OLED Monitor | CH Fighterstick | Ch Pro Throttle | CH Pro Pedals | TrackIR 5
BigDuke6ixx Posted April 7, 2016 Posted April 7, 2016 You'll need higher res than 4K per eye in VR to simulate 20/20 vision. Even using a 4K monitor you still need the zoom feature to see targets. Yes, and monitors will never, ever simulate 20/20 but there will always be boneheads who don't want VR.
wormeaten Posted April 7, 2016 Posted April 7, 2016 It fails my test: 1. Is it out now? No 2. Can I pre order? No Test halted due to two negative answers. Fail. I think people who are bulking at buying VR now probably never will, because resolution will always be better on monitors. I have to say this is not true. My friend working for developer company and they working on some Payday 2 DLC. They got for Christmas one for one month to testing it. So point is you are dealing complete false informations about StarVR developing. It is there, working properly and it is awesome, complete gamechanger with its 210 FOV. No tunnel vision you are really there. If you can immerse with Rift/Vive 100 FOV you can imagine how this will be with 210 FOV. About hardware. it is working with Payday2 and Walking Death but question is how will be working with DCS? But his is more question for ED than for VR devs which ever it is. There is some new technologies which will significantly improve VR performances like that retna folowing and focus rendering only on part of the picture where you are watching. Or that announced SLI/CF tehnologies where will single card rendering per exe. Or DX12 who will finaly using Multiple GPU on proper way. On ED is how they will implement new technologies and are they capable to do that at all. Don't forget they need 3 years to implement DX11 and it is already outdated. We just need proper SLI/CF implementation in DCS and dual 970 or r9 380x will eat GTX 980ti for breakfast with performances for less money.
wormeaten Posted April 7, 2016 Posted April 7, 2016 You'll need higher res than 4K per eye in VR to simulate 20/20 vision. Even using a 4K monitor you still need the zoom feature to see targets. Exactly but point here is on word "simulate". Devs here have to make compromise between hardware/software limitation and realistic features. Sometimes not realistic features help to create more realism in general. For example in this case if we keep realistic size proportions with distance we will not be able to spot the target in distance when in real life you will spot it in same distance without any problems. So with leave it little bigger or increase color level to not be melt with background will compensate that graphic/real vision difference and make it more realistic with less realistic details.
Barbajet Posted April 7, 2016 Author Posted April 7, 2016 Having a good SLI or CF will start ED in the right direction.
SharpeXB Posted April 7, 2016 Posted April 7, 2016 (edited) Yes, and monitors will never, ever simulate 20/20 but there will always be boneheads who don't want VR. Basically that's what the zoom view feature is there for. To enable the player to see what they could see in reality. So in that sense the monitor can give you 20/20 Imagine using a VR headset for a driving sim, like a truck simulator. Could you read the road signs? Probably not. The VR sets we are seeing right now are crude proof of concept devices. Especially this Star VR is way too large and heavy looking. VR won't get really acceptable until it gives you perfect vision in the game and is as light as a pair of glasses. And cheap. And they have some way of becoming transparent like a forward facing camera so you can see the outside world for your keyboard, beer, spouse, whatever. Controllers are a problem too. Any game that's going to be a good experience in VR needs to use a console style gamepad or the special controllers made for the sets. Most PC gamers want to use a mouse and keyboard. And in flight sims the keyboard is still a necessity, even with a HOTAS and clickpit. Eject! Ctrl+E E E. Can't see your keyboard? It's a big problem. So flying sims with lots of complex controls aren't going to lend themselves well to VR. Yes flying games like this Valkyrie that's packaged with Oculus are no doubt really exciting in VR but it's not a hardcore sim. Think Microsoft Flight VR. That's unfortunately where this could head. Lots of hurtles to overcome... Edited April 7, 2016 by SharpeXB i9-14900KS | ASUS ROG MAXIMUS Z790 HERO | 64GB DDR5 5600MHz | iCUE H150i Liquid CPU Cooler | ASUS TUF GeForce RTX 4090 OC | Windows 11 Home | 2TB Samsung 980 PRO NVMe | Corsair RM1000x | LG 48GQ900-B 4K OLED Monitor | CH Fighterstick | Ch Pro Throttle | CH Pro Pedals | TrackIR 5
metalnwood Posted April 8, 2016 Posted April 8, 2016 If I have anything to add it is just that the resolution of StarVR is too early. As others have pointed out, there will not be anything around to run it at it's native resolution and work at the frame rates that vive and oculus can. I don't doubt for a second that those resolutions will happen and I expect oculus and valve to be on board when the experience is good enough at those resolutions. Until then, I think the lower resolution with a fluid experience is the way to go. I wouldn't take a stutter fest at any resolution and if a 970 can actually push DCS with a 4k screen at 90+ frames then it just show how much extra goes in to VR because a 980ti on the rift can manage that all the time in it's current state of development, let alone that 6000x1440.
metalnwood Posted April 8, 2016 Posted April 8, 2016 Basically that's what the zoom view feature is there for. To enable the player to see what they could see in reality. So in that sense the monitor can give you 20/20 Imagine using a VR headset for a driving sim, like a truck simulator. Could you read the road signs? Probably not. The VR sets we are seeing right now are crude proof of concept devices. Especially this Star VR is way too large and heavy looking. VR won't get really acceptable until it gives you perfect vision in the game and is as light as a pair of glasses. And cheap. And they have some way of becoming transparent like a forward facing camera so you can see the outside world for your keyboard, beer, spouse, whatever. Controllers are a problem too. Any game that's going to be a good experience in VR needs to use a console style gamepad or the special controllers made for the sets. Most PC gamers want to use a mouse and keyboard. And in flight sims the keyboard is still a necessity, even with a HOTAS and clickpit. Eject! Ctrl+E E E. Can't see your keyboard? It's a big problem. So flying sims with lots of complex controls aren't going to lend themselves well to VR. Yes flying games like this Valkyrie that's packaged with Oculus are no doubt really exciting in VR but it's not a hardcore sim. Think Microsoft Flight VR. That's unfortunately where this could head. Lots of hurtles to overcome... Hotas, voice attack.. Not sure what I really need a keyboard for if we are going to argue that it is a necessity . As long as I can interact with the virtual pit as I can for the most part then the keyboard is only a few extra things that voice control can do nicely.
SharpeXB Posted April 8, 2016 Posted April 8, 2016 Hotas, voice attack.. Not sure what I really need a keyboard for if we are going to argue that it is a necessity . As long as I can interact with the virtual pit as I can for the most part then the keyboard is only a few extra things that voice control can do nicely. I'm referring to the mainstream customer, not enthusiasts like us. Hardcore flight sims like DCS won't make or break VR. I'm sure the devices themselves will evolve to overcome all these issues. i9-14900KS | ASUS ROG MAXIMUS Z790 HERO | 64GB DDR5 5600MHz | iCUE H150i Liquid CPU Cooler | ASUS TUF GeForce RTX 4090 OC | Windows 11 Home | 2TB Samsung 980 PRO NVMe | Corsair RM1000x | LG 48GQ900-B 4K OLED Monitor | CH Fighterstick | Ch Pro Throttle | CH Pro Pedals | TrackIR 5
Kuky Posted April 8, 2016 Posted April 8, 2016 DCS currently can't even support 210° FoV. The maximum FoV you can put and game will run is maybe 150°... that's per viewport. Considering there are 2 viewports in VR, unless left eye uses 105° and right eye also uses 105° then you could run 210°, but each eye will have to overlap considerable amount of vision on each eye, you could be getting close to getting the FoV limit in DCS. My first OR pre-order I cancelled because I thought I would want to wait for this StarVR and 210° FoV, but on later thought I ordered OR again because I thought even if DCS could run that high FoV, it'll be quite a while till we have hardware that can run high fps on that many pixels. So I decided to try OR and enjoy it for a few years if I can, then if VR progresses further, possibly later get better VR headset. No longer active in DCS...
hansangb Posted April 8, 2016 Posted April 8, 2016 Dang...you lost like two months of pole position? :) hsb HW Spec in Spoiler --- i7-10700K Direct-To-Die/OC'ed to 5.1GHz, MSI Z490 MB, 32GB DDR4 3200MHz, EVGA 2080 Ti FTW3, NVMe+SSD, Win 10 x64 Pro, MFG, Warthog, TM MFDs, Komodo Huey set, Rverbe G1
Kuky Posted April 8, 2016 Posted April 8, 2016 Dang...you lost like two months of pole position? :) meh, doesn't really matter No longer active in DCS...
PiedDroit Posted April 8, 2016 Posted April 8, 2016 [..] it'll be quite a while till we have hardware that can run high fps on that many pixels.[..] If they manage to apply that foveated rendering to StarVR it will become very interesting!
zaelu Posted April 14, 2016 Posted April 14, 2016 If they manage to apply that foveated rendering to StarVR it will become very interesting! I think next versions of Oculus and Vivre will be like this StarVR but with foveated rendering. StarVR has a small chances to be first though. [sIGPIC][/sIGPIC] I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A, Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least
vracan Posted April 15, 2016 Posted April 15, 2016 I love the fact that starVR is actually addressing the present day FOV and will be improving on it. Oculus simply ignore any details relating to FOV, mainly saying it is subjective, depends how far the person eyes are from the screen bla bla bla.....end result is it looks like horse vision period! Of course I still love my DK2 but only becuase it's that or back to flat monitors- which is a def no-go! FOV is way more important than resoltion when it comes to VR immersion!
metalnwood Posted April 15, 2016 Posted April 15, 2016 I love the fact that starVR is actually addressing the present day FOV and will be improving on it. Oculus simply ignore any details relating to FOV, mainly saying it is subjective, depends how far the person eyes are from the screen bla bla bla.....end result is it looks like horse vision period! Of course I still love my DK2 but only becuase it's that or back to flat monitors- which is a def no-go! FOV is way more important than resoltion when it comes to VR immersion! It is something they have to weigh up amongst all the variables. I think the CV1 design decisions are more successful for the first commercial headset than the starVR but of course we all want VR to go with large FOV in the end.
RabidRider Posted June 19, 2016 Posted June 19, 2016 http://www.roadtovr.com/starvr-headset-hands-on-field-of-view-e3-2016/
Chivas Posted June 20, 2016 Posted June 20, 2016 I love the fact that starVR is actually addressing the present day FOV and will be improving on it. Oculus simply ignore any details relating to FOV, mainly saying it is subjective, depends how far the person eyes are from the screen bla bla bla.....end result is it looks like horse vision period! Of course I still love my DK2 but only becuase it's that or back to flat monitors- which is a def no-go! FOV is way more important than resoltion when it comes to VR immersion! Oculus isn't ignoring any details relating to FOV. BOTH Vive and Oculus settled on relatively the same resolution displays because of consumer system requirement restrictions. Although Oculus uses a smaller display which allowed for the same amount of pixels in a smaller space, creating a sharper picture. The weak resolutions of these first consumer versions made clarity more important than FOV. This will change for the better in time. I'm sure Oculus could have had Samsung make them a higher resolution, higher FOV, displays, BUT very few would have home systems capable of driving them. This is the reason StarVR is currently not entering the consumer market, and concentrating on big business markets. This could change if techs like eyetracking enable high resolution rendering only where the eyes are focused. I'm sure Vive and Oculus are also doing the R&D necessary to enable High Res/High FOV displays in future consumer versions. For the consumer market Oculus/Samsung has the people, money to likely win that race. Personally I don't care which group does it best, and will just buy the product that does.
CyStryker Posted June 20, 2016 Posted June 20, 2016 Chivas: I was watching video of players using the OR latest version playing World of...... can not recall the full name ........ it is from the guys who released world of tanks....... the graphics were fine......... u could read the WWII cockpit instruments............ with six degrees of movement supported u can move your view closer to the cockpit panel in DCS A10 to read the instruments......... I want to read more about them before deciding to invest the funds now in a vr headset... I wil probably stick with my Trackr and flat monitor..... CyStryker
dot Posted June 20, 2016 Posted June 20, 2016 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) :)
Chivas Posted June 20, 2016 Posted June 20, 2016 Chivas: I was watching video of players using the OR latest version playing World of...... can not recall the full name ........ it is from the guys who released world of tanks....... the graphics were fine......... u could read the WWII cockpit instruments............ with six degrees of movement supported u can move your view closer to the cockpit panel in DCS A10 to read the instruments......... I want to read more about them before deciding to invest the funds now in a vr headset... I wil probably stick with my Trackr and flat monitor..... CyStryker Its probably a good idea to wait for the second generation VR headsets for higher resolutions, and possibly higher FOV's. DO NOT LOOK AT YOUTUBE VIDEO's to assess the resolution quality of VR headsets, as its much worse in the actual headset. That said most people who currently use the latest VR headsets, have little interest in going back too a Monitor and TrackIR, the immersion is that good, even with the low res. Personally I will enjoy what the current CV1 Rift has to offer now, and upgrade to the next generation, which ever is better when they come out. IF you decide to bight the bullet now, and flight sims are your primary entertainment, then the Rift is the way to go. There will be Vive users who will say the Vive is better, but most flight devs, and users who have tried both prefer the Rift for comfort, display clarity, ATW software, and pixel density adjustment, etc. Although if your IPD is higher than 70, then I would take a closer look at the Vive, which I believe adjusts a couple of settings higher.
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