doveman Posted November 6, 2013 Posted November 6, 2013 Why is it that some people are saying that 1080p on the Rift would be inadequate to read dials/text in the cockpit, when most users are doing so at the moment without any problem on 1080p monitors? Main rig: i5-4670k @4.4Ghz, Asus Z97-A, Scythe Kotetsu HSF, 32GB Kingston Savage 2400Mhz DDR3, 1070ti, Win 10 x64, Samsung Evo 256GB SSD (OS & Data), OCZ 480GB SSD (Games), WD 2TB and WD 3TB HDDs, 1920x1200 Dell U2412M, 1920x1080 Dell P2314T touchscreen
Chain Posted November 6, 2013 Posted November 6, 2013 (edited) Why is it that some people are saying that 1080p on the Rift would be inadequate to read dials/text in the cockpit, when most users are doing so at the moment without any problem on 1080p monitors? With the 1080p Rift the resolution will be 960×540 per eye. Edited November 6, 2013 by Chain System: Windows 10 | i7-7700K @ 4.5 Ghz | 32GB of RAM | Nvidia GTX 1080, 3440x1440 | DELL Ultrawide U3415W | Samsung 960 Evo M.2 and 2 TB Seagate Barracuda | TM Warthog Hotas | SLAW F-16 Pedals | Oculus Rift CV1 and HTC Vive PRO VR + High fidelity F/A-18C simpit :)
Flim Posted November 6, 2013 Posted November 6, 2013 (edited) More like 960x1080.... the vertical is not split, only horizontal. Plus, the screen will be smaller than the current 7 inch which will help use more pixels. I assume the consumer rift will use a 2160 screen, but if not, the 1080 will be usable since there will be positional tracking. Positional tracking would allow a person to move closer to the instruments, so reading them will not be an issue. Edited November 6, 2013 by Flim
Panthro Posted November 6, 2013 Posted November 6, 2013 Yes, but the brain will correlate the images to give a perceived resolution of about 1920*1080. I imagine seeing a gauge in 3d will make it easy to read ( parallaxing errors excluded ;) ) [sIGPIC]http://forums.eagle.ru/signaturepics/sigpic86362_2.gif[/sIGPIC]
KaspeR32 Posted November 6, 2013 Posted November 6, 2013 Yes, but the brain will correlate the images to give a perceived resolution of about 1920*1080. I imagine seeing a gauge in 3d will make it easy to read ( parallaxing errors excluded ;) ) Actually, that's not really true. If you've ever used an OR, you will notice there are magnifying lenses on it. So you're seeing less pixels than the screen actually has, per eye. It seems like it's zoomed to the point you can easily pick up the lines between each pixel of light, hence the screen door effect. People have even said there is still the screen door effect on the 1080p version of the OR, which obviously, you don't see on your monitor because your face isn't 2 inches from your screen. That's why the OR needs an extremely dense pixel per inch. Intel i5-2500k @ 4.4GHz w/ H70 liquid cooler, ASRock PRO3-M Z68 Mobo, 32G 1600Mhz Mushkin RAM, EVGA GTX970 4GB , OCZ Agility 3 128g SSD, SanDisk 240g SSD, Win7 64-bit --Twitch: http://www.twitch.tv/livingfood --
SkateZilla Posted November 6, 2013 Posted November 6, 2013 Actually, that's not really true. If you've ever used an OR, you will notice there are magnifying lenses on it. So you're seeing less pixels than the screen actually has, per eye. It seems like it's zoomed to the point you can easily pick up the lines between each pixel of light, hence the screen door effect. People have even said there is still the screen door effect on the 1080p version of the OR, which obviously, you don't see on your monitor because your face isn't 2 inches from your screen. That's why the OR needs an extremely dense pixel per inch. 1440p on a slightly smaller screen would work. Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
KaspeR32 Posted November 6, 2013 Posted November 6, 2013 1440p on a slightly smaller screen would work. I honestly, cannot wait. Flight sims will never be the same after the consumer version comes out. Intel i5-2500k @ 4.4GHz w/ H70 liquid cooler, ASRock PRO3-M Z68 Mobo, 32G 1600Mhz Mushkin RAM, EVGA GTX970 4GB , OCZ Agility 3 128g SSD, SanDisk 240g SSD, Win7 64-bit --Twitch: http://www.twitch.tv/livingfood --
doveman Posted November 7, 2013 Posted November 7, 2013 Even in a 27" monitor all the pixels are concentrated in a relatively small area of your field of view. With the rift it is like if you'd take half on the monitor and stretch it till it's big enough to fill 90 degrees of your field of view, thus the number of pixels per degree are a lot less that when you are looking to a desktop monitor. To make things worse, in order to see everything correctly inside the Rift, the field of view of the game/simulator must be set accordingly. With 90º you have a great view of the cockpit but at the expense of making everything very small. Ah, that makes sense, thanks. Main rig: i5-4670k @4.4Ghz, Asus Z97-A, Scythe Kotetsu HSF, 32GB Kingston Savage 2400Mhz DDR3, 1070ti, Win 10 x64, Samsung Evo 256GB SSD (OS & Data), OCZ 480GB SSD (Games), WD 2TB and WD 3TB HDDs, 1920x1200 Dell U2412M, 1920x1080 Dell P2314T touchscreen
woodsman Posted November 8, 2013 Posted November 8, 2013 I honestly, cannot wait. Flight sims will never be the same after the consumer version comes out. It's already happened. They'll never be the same. I felt that after 2 minutes in the Rift/IL2 1946. There was never any doubt in my mind that once ED team experienced the Rift first hand there was no going back. We are entering a new age of flight sims. Welcome, pioneers! :pilotfly:
Buznee Posted November 11, 2013 Posted November 11, 2013 I had a great thought, maybe it's already in the works? Alright hear me out here guys. I was doing a little thinking. Regarding the implementation of Oculus into DCS I had an interesting idea. One of the issues I always had with track IR for example was the fact that I had to steady the view in order to click switches with the mouse in the cockpit effectively. This gave me quite a strain in my neck after a while. You have to hold your head as steady as you can. I was thinking Oculus is going to run into the same issue although maybe not quite pronounced since the view sensitivity will be 1:1 as opposed to the higher gains with trackIR. But still here's an idea that is more inline with reality. Instead of the mouse pointer position being defined by the view frame of reference that the player is looking at it should be "attached to the cockpit" or be part of the cockpit/world frame of reference. Another words, if you are flying the warthog and you want to tune radios on the left lower panel, you would turn your head to look at it and lets say the pointer is on that panel, when you move your head, the pointer does not move with your view, it stays wherever on that panel that you left it. You can therefore move the pointer using the mouse and it will not be affected by your view steadiness. Therefore you don't have to keep your head as steady because the pointer will not move with the view. There's any issue that will arise with the solution. Lets say now you want to adjust the interior lighting on the right panel, you would therefore move your head to look at the right panel but since the mouse is fixed to the panel/cockpit frame of reference system instead of the view frame of reference, your mouse pointer will stay on the left side and disappear, you would have to move the mouse until you brought it over to the right panel. Here's a solution for this though. The view itself is rectangular parameter and the upper, lower, left and right parameters of the view can be boundaries, therefore you decide to move your head to look at panel on the other side, there can be logic that if you move the view so that the pointer touches the edge of the view screen it will drag the pointer with you so that you don't lose it. I think this will complement well to oculus as well as improve the current functionality of track IR. Less stiff necks please! It also would be more natural, kinda like your hands and fingers feeling and touching parts of the panel independent of your neck and head movement. Let me know what you guys think. I can draw a picture if it isn't clear. I hope you guys agree that this would be an improvement and a good feature. It could even be switchable on and off depending on the preference of the player and what view device he is using. (hat switch, vs trackIR, vs oculus).
Mnemonic Posted November 11, 2013 Posted November 11, 2013 Alright hear me out here guys. I was doing a little thinking. Regarding the implementation of Oculus into DCS I had an interesting idea... Have you played the Facon BMS? They did it in a similar fasion, they call it sticky cursor. When your cursor is on top of a virtual button it sticks to it, so when you move your head (but not the cursor) it stays on the same spot in cockpit. Up until the button is out of your view, or you moved your cursor. Very handy feature, and it was requested to ED before.
jctrnacty Posted November 11, 2013 Posted November 11, 2013 It's already happened. They'll never be the same. I felt that after 2 minutes in the Rift/IL2 1946. There was never any doubt in my mind that once ED team experienced the Rift first hand there was no going back. We are entering a new age of flight sims. Welcome, pioneers! :pilotfly: Well i never tried occulus but i have the same opinion, i feel it in my bones :-) [sigpic][/sigpic] MB MSI x570 Prestige Creation, RYzen 9 3900X, 32 Gb Ram 3333MHz, cooler Dark rock PRO 4, eVGA 1080Ti, 32 inch BenQ 32011pt, saitek X52Pro, HP Reverb, win 10 64bit
Buznee Posted November 11, 2013 Posted November 11, 2013 Fantastic! What can we do to provide some of these ideas to ED? I'd like to know what they think of this feature. Should we set up a poll to see if there is enough interest within the community?
tjhowse Posted November 11, 2013 Posted November 11, 2013 You're talking about a cockpit-stabilised mouse cursor, rather than screen-stabilised. Just like the cursor on the TGP, which can be ground-stabilised.
Buznee Posted November 12, 2013 Posted November 12, 2013 Average_Pilot, I noticed in your other thread where you post information regarding your glovepie script, there is a discussion of different ways to achieve this feature. One is to subtract out the delta position vector of the mouse due to the view movement. Honestly I don't exactly know how this would work. Another way is to project the mouse onto a sphere that surrounds the pilot's vision. There may be issues with this method with 6 DOF. The final way is to project the pointer onto the actual cockpit mesh. This is probably the safest method but may be difficult to implement. I was curious which one you believe is the probably the best way? :smartass:
SkateZilla Posted November 14, 2013 Posted November 14, 2013 http://www.tomshardware.com/news/oculus-rift-amd-apu13-developer-summit,25086.html Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
cichlidfan Posted November 14, 2013 Posted November 14, 2013 http://www.tomshardware.com/news/oculus-rift-amd-apu13-developer-summit,25086.html The next article is the real news! :D http://www.tomshardware.com/news/oculus-rift-sex-simulator,25082.html ASUS ROG Maximus VIII Hero, i7-6700K, Noctua NH-D14 Cooler, Crucial 32GB DDR4 2133, Samsung 950 Pro NVMe 256GB, Samsung EVO 250GB & 500GB SSD, 2TB Caviar Black, Zotac GTX 1080 AMP! Extreme 8GB, Corsair HX1000i, Phillips BDM4065UC 40" 4k monitor, VX2258 TouchScreen, TIR 5 w/ProClip, TM Warthog, VKB Gladiator Pro, Saitek X56, et. al., MFG Crosswind Pedals #1199, VolairSim Pit, Rift CV1 :thumbup:
howie87 Posted November 14, 2013 Posted November 14, 2013 Oh god I want this... (Oculus Rift, not the sex simulator)
K2mil Posted November 15, 2013 Posted November 15, 2013 Great article. Oculus rift is a reason I still did not get track ir 5 INTEL CORE I7 6700K ASUS ROG MAXIMUS VIII HERO ASUS ROG GTX1080Ti Strix OC 16GB @ 4100 MHz |CORSAIR Intel 730 SSD 240GB Corsair 850 W Modular PSU Corsair Obsidian 650d Logitech X-56 HOTAS ,Saitek X-65F HOTAS, Pro Ruder Pedals, Pro Flight Instrument Panel NP TrackIr 5 Pro Windows 10 PRO
Python Posted November 15, 2013 Posted November 15, 2013 I have track IR 5 but it drives me mad at times when it throws a strop, I'm hoping the rift will render it unnecessary by completely changing gaming for the better. [sIGPIC][/sIGPIC]
*Rage* Posted November 15, 2013 Posted November 15, 2013 Great article. Oculus rift is a reason I still did not get track ir 5 You might be waiting a long time for a HD or 4k version... [sIGPIC][/sIGPIC] 64th "Scorpions" Aggressor Squadron Discord: 64th Aggressor Squadron TS: 195.201.110.22
zaelu Posted November 15, 2013 Posted November 15, 2013 Carmack said not too long. [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
K2mil Posted November 15, 2013 Posted November 15, 2013 Oculus Rift Support Thread You might be waiting a long time for a HD or 4k version... I'm not a type who is always waiting for better tech and never getting stuff at the end, but according to article they tested HD version so it should be sooner than later.... Now 4k I still relative new and it will some time when it becomes standard. INTEL CORE I7 6700K ASUS ROG MAXIMUS VIII HERO ASUS ROG GTX1080Ti Strix OC 16GB @ 4100 MHz |CORSAIR Intel 730 SSD 240GB Corsair 850 W Modular PSU Corsair Obsidian 650d Logitech X-56 HOTAS ,Saitek X-65F HOTAS, Pro Ruder Pedals, Pro Flight Instrument Panel NP TrackIr 5 Pro Windows 10 PRO
*Rage* Posted November 15, 2013 Posted November 15, 2013 hopefully soon! [sIGPIC][/sIGPIC] 64th "Scorpions" Aggressor Squadron Discord: 64th Aggressor Squadron TS: 195.201.110.22
Flim Posted November 22, 2013 Posted November 22, 2013 Matt, any headway? Also, it looks Oculus is testing Oled screens for there prototypes... and they have decreased latency to around 15 ms. lastly the new proto has 6dof! Very neat stuff coming!
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