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Oculus Rift and DCS World Discussion  

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  1. 1. Oculus Rift and DCS World Discussion

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Posted
Just got an email that Oculus is shipping Q1 2016, pre-orders later this year. Technical specifications next week.

 

So did the person with the post above yours.

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Posted

We'll have to see the specs and decide if getting the sooner to be released vive will be better.

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Posted

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...

Posted

Credit Card ready...

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Posted
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...

 

4K is most definitely a no-go, though with all this added time hopefully we'll see improvements in other areas.

Posted

Hopefully the Vive and/or Oculus will have an IPD adjustment or a very wide range of usable IPD's, otherwise I will have to pass until later versions. The next few weeks should be very interesting. I would imagine that DCS is one of the developers who've been given one of the Crescent Bay prototypes, so I'm also looking forward to EDGE and DCS VR optimizations.

Posted

My thoughts for which item I will purchase are which one has the highest resolution and which one will have DCS support out of the box.If it turns out they are equal and both have DCS support then I will get the Vive,why wait 4 or 5 extra months if I dont have to. If it turns out the Oculus has better features down the road then I will sell the Vive and get the Rift. Either way this is a great time for flight sim fans!!

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Posted

WOW!!! That is awesome!!

 

hsb

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HW Spec in Spoiler

---

 

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Posted

:thumbup: Way cool!! :thumbup: :thumbup:

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Posted (edited)

some Final specs and minimal specs for experience:

2160x1200@90Hz

 

https://www.oculus.com/blog/powering-the-rift/

 

NVIDIA GTX 970 / AMD 290 equivalent or greater

Intel i5-4590 equivalent or greater

8GB+ RAM

Compatible HDMI 1.3 video output

2x USB 3.0 ports

Windows 7 SP1 or newer

Edited by SkateZilla

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Posted

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Posted (edited)

Ok what's the per eye then? Never mind that resolution is split between two eyes so it's still not enough resolution. Bummer. At least it will be better than dk2

Edited by rcjonessnp175

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Posted
Ok what's the per eye then? Never mind that resolution is split between two eyes so it's still not enough resolution. Bummer. At least it will be better than dk2

1080x1200 @ 90Hz is then the final per eye. More than enough. But for their game it is same as 2160x1200 as it needs double rendering as that is the field of view area.

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Posted

Apple Support?, why is that important?

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Posted

It's a very small bump in resolution but know where near what we need unless Dcs world 2.0 cockpits are totally redsigned with low res vr in mind. It's funny on the official oculus forums people are raging about no apple support. Sorry but I don't see many people gaming on apples heck people are whining about having to have a gtx 970 or above. All that and with this low res vr cv1. Imagine in 10 years with 4k per eye or above what we will need. I thought the raging was bad about witcher 3 being down graded and it being an obvious console port, vr folks are rather pissed right now too. Good night to stay away from multiple forums..

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Posted

Powering the Rift

 

An interesting but daunting post about the specs for the OR

 

"On the raw rendering costs: a traditional 1080p game at 60Hz requires 124 million shaded pixels per second. In contrast, the Rift runs at 2160×1200 at 90Hz split over dual displays, consuming 233 million pixels per second. At the default eye-target scale, the Rift’s rendering requirements go much higher: around 400 million shaded pixels per second. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering."

 

So what sort of hardware will be needed to run DCS at 2160×1200 at 90Hz? Particularly the CPU demand. I can't imagine any CPU running a flight sim at 90fps.

 

https://www.oculus.com/blog/powering-the-rift/

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Posted (edited)

there is nothing that'll run DCS in the DK2 at even a solid 30 fps, and thats 960x1080x2, with any decent graphics setting, nothing at all.... try again in... 5 years...

 

then again, VR seems to be some reason for companies to develop faster hardware, since nvidia/intel really don't have any competition at the moment... so maybe we'll see nice performance boosts Soon™

Edited by Hadwell

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Posted

There is always a compromise between screen resolution, and required performance, so its understandable that Vive and Oculus have ended up with around the same res. No word yet if Samsung has supplied Oculus with custom 2160x1200 90hz displays with special features that are suited for a better VR experience. That said there haven't been a lot of complaints about the RES /SDE of the Vive and CB headsets at the recent tech shows. The 90Hz display should also help in a higher perceived antialiasing setting.

 

Hopefully once the NDA is lifted, DCS can give us some info on their RES/SDE experience with the CB prototype and EDGE. Personally I'm not too concerned about a small amount of SDE as people soon forget its there once they are immersed in the experience. RES is another thing all together from the poor experience I've had with the DCS and the DK2 with 75hz 960 x 1080 Per Eye . Although a huge part of the problem with my DK2 experience is that I can't adjust the IPD enough to make a proper assessment.:(

 

DK2 75hz 960 x 1080 Per Eye

CV1 90hz 1080 x 1200 Per Eye

 

Is that good enough, although a lot depends on what OPTICs etc are used.

More importantly atleast for me is a physical IPD adjustment. If you've ever looked thru a pair of binoculars set at the wrong IPD you'd know what I'm talking about.. It doesn't appear to be available in the recent CV1 pics. It would be nice if the slider had something to do with the IPD adjustment, but I'm not so sure it does.

 

It looks like they are going to spoon feed us weekly spec details until E3.

Posted

oh nuts! 1080 x 1200 is only 120 pixels more per eye. It really needed to be double I think which would end up being a 4k display. Although I am happy about the 90hz.

 

I guess we'll have to wait for a CV2 :)

Posted

Th vertical resolution was increased as well as the horizontal, depending on subLED arrangement abd oanel mointingbangle it might he enough

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ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

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

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