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Posted

Did anyone try OSVR especially by using it in DCS?

Right now OSVR is 300$ and it is better by performances than DK2 even with 1080p Display. As this is Open Source project there is group of people who staring project to upgrade it to 1440p by using DP not HDMI for additional increase of the performances. Reason is to be able for 4K display upgrade using the same board based on some new Toshiba chip.

 

I'm interested is anyone have experience with DCS using OSVR to share it with us?

 

Thanks.

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Posted
Why?

 

Just get a cv1 then move to a cv2 when that's released & theres compatibility now for cv1

 

+rifts really seem to hold their value at resale so actual cost is inexpensive

 

For price of 1 OR CV1 you can get 2 OSVR. And OSVR is upgrade able so you can get better resolution much more sooner than CV2.

 

In the end why not compare OSVR with CV1 or Vive? Is that something bad?

Posted
For price of 1 OR CV1 you can get 2 OSVR. And OSVR is upgrade able so you can get better resolution much more sooner than CV2.

 

In the end why not compare OSVR with CV1 or Vive? Is that something bad?

 

 

i perfectly agree...nothing bad with it...not at all

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Posted

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...

 

sdgGFnu.jpg

Posted

I think you can use OSVR using Rift Wrapper, So Game will think it's a Rift Unit Tracking Wise

 

However,

Outside of the Tracking and Plug N Play Settings etc,

 

Using OSVR, Running 2160x1080 w/ Stereoscopic Mode on. will pretty much draw the same image (left eye/right eye).

 

The only thing you'd have to configure is tracking input.

 

There are users working on "Oculus Emulation" plugins that pretty much load the Rift Drivers and use wrappers to make Oculus Client and Games think you have a Rift Unit.

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Posted
Nice, but I will be more happy to see version with single 2560x1440 530PPI screen version.

 

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:

Posted

It looks much more comfortable than this CV1. If they hook up ATW and make it natively compatible with Oculus enabled titles, they will have a hit.

Derek "BoxxMann" Speare

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Posted (edited)

 

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:

Edited by dot
Posted

I believe this one is more of a lateral move from the DK2 to the RHDK2, but with some enhancements like 360 tracking and per-eye adjustments. The SDE will be there, but that's the way it goes. I think this is Razer's commitment into long term VR hardware/software development. They also have put up 5 million US to help it along:

 

http://www.osvr.org/blog/?p=183

 

I am personally looking for a long term, high fidelity VR system not involving the future Oculus offerings. We're still in the early days, and both Nvidia and AMD haven't put their ponies into the gate yet. It will be interesting to see who's standing in 5 years.

 

With all the backtracking and initial fulfillment debacle Oculus made I am not entirely confident that they have the long term interests of the gamer market truly at heart. Razer, however, does understand gamers much better.

Derek "BoxxMann" Speare

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i7-11700k 4.9g | RTX3080ti (finally!)| 64gb Ram | 2TB NVME PCIE4| Reverb G1 | CH Pro Throt/Fighterstick Pro | 4 DSD Boxes

Falcon XT/AT/3.0/4.0 | LB2 | DCS | LOMAC

Been Flight Simming Since 1988!

Useful VR settings and tips for DCS HERE

Posted

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.

Posted

^ Oculus' deal with Microsoft really has nothing to do w/ consoles and more to do with Windows 10/ UWA / DX12.

 

Which Xbox One just happens to run... but VR wont be supported on Xbox One/Xbox One S, but only on Xbox One/Project Scorpio which has significantly more GPU and CPU Power.

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Posted

Woohoo, if its correct that it has rgb displays i'll buy this. :joystick:

Bye, Smith

 

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Posted
But this is 440 PPI similar to Vive so for more precise will be more close to Vine not to Oculus CV1.

 

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:

Posted
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:

 

I don't know exactly what that mean, pleas describe me.

 

Thank's.

Posted
I don't know exactly what that mean, pleas describe me.

 

Thank's.

 

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

Posted (edited)
That is image taken with mobile true lens on HDK 1.4 1080p model.

 

 

Looks about the same.. RGB has larger pixels though, so SDE might actually be worse.

Edited by SkateZilla

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3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Posted
Looks about the same.. RGB has larger pixels though, so SDE might actually be worse.

 

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.

Posted
Looks about the same.. RGB has larger pixels though, so SDE might actually be worse.

 

Oh, is this comparing CV1 with HDK1.4 (1080p rgb screen)?

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