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Oculus Rift and Touch Controllers Bundle only for £349 with 6 free games! Games: Lucky's Tale Robo Recall Dead and Buried Quill Beta Medium Toy Box All the above are VR games which makes sense. Touch controllers included! Link: https://www.amazon.co.uk/dp/B073X8N1YW/
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Hey there! I'm looking into VR and wanna get started the next couple of days / weeks. My GPU was kinda old and just died on me a couple of days ago (GTX 780 FE), which is a perfect opportunity to buy a new GPU! I got a budget of around 900€ and don't know which route I should go. I was thinking of getting a 1080 and a Rift alongside with it. After doing some research though the 1080 Ti seems much more capable and better suited especially for VR and highres gaming. If I were to buy the 1080 Ti, I couldn't afford a headset yet. I'd need to work a little more to purchase the headset sometime in early 2018. So I would like you guys to help me answer which route I should go. 1080 + VR headset right off the bat or the 1080 Ti and saving up money for the headset in a couple of weeks / months? My rig: i5 4670k @ 4,2GHz 16gb DDR3 RAM 500gb Samsung Evo SSD Asus Maximus VI Formula Corsair H100i AIO be quiet! Straight Power 600w 80+ Gold Sorry if I've formatted something wrong or broke some rule and thanks in advance for your answers, highly appreciated! Greetings!
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I am looking to buy a VR headset this black Friday sale. But I am not sure what VR to get. (deals below is the best I can find for Black Friday 2017 when I am writing this post&ever 99 has round up to the nears 100&some of the deals may be offline only) HTC Vive starting @ $600usd (include a $100usd audio strap&$40usd Fallout4 VR) by Office Depot Oculus Rift starting @ $350usd (include 6 games and controllers) by Best Buy Windows Mixed Reality starting @$300usd(Lenovo Explorer Windows Mixed Reality Headset with Motion Controllers) by Microsoft Store ps: you can get the Dell one with +$50 by dell PSVR @ $200usd by target & $300usd (w/ PS Camera & Gran Turismo Sport) by dell & Walmart Now for the real talk, I want to get a PC VR that's meant PSVR is out. I also want to get a cheap one, but I don't want to lose the availability to play Most of the VR games. Vive and Rift have already support most of the games, But Window MR I am not sure what it can do. It said it will support Steam VR, But I am not sure if the games inside Steam VR will or will not support it. Anyone have a VR and know can VR games can cross-platform support or not, and how Windows MR perform?(most reviews say it's great, But I am not sure do it even support most games or it can only act like a premium window and internet browser)
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Can i use SLI with the Newest Oculus Rift? I just Ordered the Oculus Rift 2 days ago for $349 and My system is a 4790k oced to 4.7GHz 16Gb ram Zotac AMP! Extreme GTX 970 Oced to 1535MHz. I want to Know if the new Oculus supports SLI. Im having issues selling my 970 for $200 so i can upgrade so im wondering if just getting one more 970 and running SLI 970s would be my best route? Ive not seen any video on YouTube that addresses this not a new one anyway. all over a year old.
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hi i have been thinking about joining the VR community. im not exactly sure what headset to go with iv been thinking either a HTC Vive, Oculus Rift or a Rift S but i dont know which would be best to go with any recommendations ? (i dont want to go with quest because its standalone) is the Rift S's tracking good compared to a rift or Vive ? (i live in Australia) Cheers
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I'm quite interested in VR. But right now were kinda on the bleeding edge of stuff finally coming out properly for consumers... Do you think that there will be a Vive or Oculus Version 2.0 coming out anytime in the next two years or will the current models stick around for a while with software updates and tweaks with the occasional hardware ad-don being the focus? (Tooootally not related to me getting a VR capable pc towards the end of this year but not having the money yet to buy into VR )
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I downloaded the SteamVR Performance Test today to see how my computer would do. I was shocked. My cpu, dual Xeon E5405 @ 2.00 GHz, passed; but, my Sapphire 390x failed. My overall score was "Not Ready". Average Fidelity - 3.1, Frames Tested - 5321, Frames Below 90 fps - 676 (12.7%), Frames CPU Bound - 7 (0.1%). What is my problem here? My system is using PCIe 2.0, however, test after test have shown that PCIe 2.0 doesn't bottleneck a system that much. Any ideas?
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I was wondering who else other than me on the forum had backed the Oculus Rift on Kickstarter?
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As a virtual reality enthusiast and developer, I've discovered that it is a bit difficult to find others to talk about VR games(and other software); considering the small market. I've had the occasional chat in Alt-space or meet someone on Hover Junkers, Pool Nation, etc, but I don't get to actively engage with those people. So I decided to create this thread for those who are interested in VR and/or have a headset themselves. Here you can talk about upcoming games, recommend games, and share your interests for the future of VR. Enjoy! Please no fanboying. To start off, have you all seen this game? It looks phenomenal!
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So I was just seeing twitter and came across Razer's CEO's poll ,that are people using their VR headsets ,and was suprised to see that people were not using them on a daily basis or even a once in a week.So i was just wondering is it becasue people dont think that they get immersed or is it the lack of content stopping them .And more importantly i was thinking that would people WANT vr heasets which do not to be tethered to your pc ,or stick with the current tethered systems BUT on the cost of lesser accuracy .What do you guys think ??Lemme know .
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Well 6 months later and my pre-order has finally arrived... Here's what I think (My system: i7 4970K @ 4Ghz GTX980 16GB DDR, SSD): Setup was easy - took me about 10 minutes First experience of immersion was amazing But it went down hill from there... I was expecting spare padding, alternative lenses and a cloth lens wipe, nope none of these. Plastic battery divider which you pull from the oculus rift remote was wedged and I had to slide the back off The screen and the screen door effect Well the resolution stats sound ok, but they are not. I've watched so many reviews and everyone says it's barely noticeable, I don't know what planet they are on or how poor their eye sight is but it's noticable, very noticable. Unless you have constant movement either by your head or the image being rendered to the screens it will be in your face, literally. A nice lattice grid over everything. I'm sure they are using a Galaxy S5 screen (still DK2?) or other low res samsung screen (Samsung screens tend to have more of a diamond lattice I've noticed). Screen resolution So, not happy with what I was seeing, I decided to run some tests myself. I cooked up a quick application with some 4K textures of lava and earth with normal maps etc, slapped them onto some spheres and confirmed very poor resolution, combined with interlace / alias effects which are present everywhere. There is no way you can get a decent / sharp image / texture at the resolution of these screens. If there was no screen door it would be acceptable. Lens Smudge / Blur Glow / God Rays I started noticing glows on text or bright objects on dark (not even completely black) backgrounds. So I jumped over to unity, cooked up a skybox of some space textures I had and stuck some 3D text in the view (white). Wow... I've not seen effects like that since the credits from Superman. Field of view It's like looking through a diving mask with more of your view blocked off. It really feels like I am looking through an diving mask / snorkeling mask, I forget about the screen door effect more than this. Tracking Works fine, I have noticed a lot content doesn't pick up on leaning left or right. And doesn't take into account when your looking behind you that left and right are reversed. I have also noticed all HUD are rotated slightly on my rift (probably need to re-calibrate that some how). I have a few stutters / jumps when looking directly back (HTC Vive wont have this issue). I didn't expect the sensor to be so big. It's taller than my yetti mic, good solid build however. Headset Good build, light, really needs to be able to adjust eye width more without screwing up the vision portal your looking through. I am at max width. I have also found that if I pull the rift off my face some hwere around 1 to 3 cm things can look much better, it removes some of the smudge effect also (thinking about sticking something to the padding to do this). There is also light let in from the nose area (issue on both vive and rift), I also had to turn light of which is directly above me in the room as I could detect it in headset. Headphones were ok, but it only took me 10 minutes before I removed them and used my own. Controller I'm no xbox fan or user but I'm sure the new xbox controller had modular components etc? This is just the same as my old £5 xbox pc controller just wireless. 360 Video Resolution is so low that I think VHS would be 4K compared to this. No, just no. 360 Photographs The supplied free images were cool but very low file size and quality. So found 60 panoramic high resolution images some as big as 20mega pixel. I didn't notice any quality improvement at all. You always get a feeling like your about 30ft off the floor, it scared the s**t out of my mother. So yes and no, light pictures with no bright and dark contrast worked well eg above the cloud line, egypt, rome, beaches etc. Virtual Desktop (steam app) Screen resolution makes things quite hard to read, usable but not practical at the moment. The application however has some nice features and some things that just don't work at all. Screen size (yes), screen distance (no - seen this just moving the screen a very small amount in a diagonal direction - guess the dev cant work out the normal from the camera normal and then add and offset the two). Tested youtube world of warcraft 360 video and the starwars one, both worked, let down by the resolution, no screen door or glows noticed. 360 image viewer views images differently to the Oculus home software also couldn't handle certain image (I think due to size) and threw an unknown parameter error but worked for the most part. I added 60, I could select all but couldn't delete all after grrr. Elite Dangerous God rays, poor text readability but still quite immersive. Can struggle and stutter if you don't lower your quality settings enough. Project Cars Complete rubbish, I played with the settings in game and in the SDK tool and never got anything I felt comfortable with. Environment flickering, render distances were poor and have to reset rift position each time the game starts. But I've come to expect this from these guys. So if you have a 980, i7 @4970k @4Ghz with 16GB DDR3, crank everything down to low, aliasing, bloom etc off and make sure you map easy to access controls / keys so you can change camera view and reset the head set position when needed. Shame there is no image quality or resolution quality on any VR at the moment as views in the distance are just a smeering of pixels and screen door. And the HUD, WTF they thinking. I'm sure some developer spent about 5 minutes whom couldn't give 1 f*** about the task... However there is another, "Assetto Corsa". Assetto Corsa Spent some time configuring this (much less than with project cars) but I found I could leave so much more on. The game has the same if not better graphics than project cars. So I broke out the ThrustMaster T500 wheel and pedals, got setup and nice, Very nice. Better sitting location, can lean and look around car. Can actually read the dials (unlike project cars). Dust and god rays on the windows. And crashing has me cringing in my seat. By far the best VR experience I've had yet, 2nd was the setup demo of the Dino and the Alien. You can't get passed the limitations of the resolution (detail pixel blur - which is in all tings) but I totally forgot about the screen door effect in Assetto Corsa. And having your arms and hands in the same position in the game as they are on the steering wheel is awesome. I crashed once and felt like I was still moving forward! Got me a bit weezy that did. Motion Sickness I've had a bad stomach for the past 2 days since the rift has arrived, is VR the cause? or was it the potato salad I ate? I've spent close to 6 hours each day in it so far and that's not counting development time. If I were to rate what I have talked about: 10/10 Build quality and comfort 10/10 Weight 8/10 Tracking 8/10 Lens gap adjustment 0/10 No adjustment for lens to eye distance adjustment 10/10 Having headphones and allowing them to be detached 0/10 Not blocking external light from nose and upper padding areas 0/10 Screen resolution and thus screen door effect 0/10 Lens smear/blur/glow 2/10 Diving Mask field of view 48 out of 100 (4.8/10) Issues in order of severity: 1. Screen resolution / ppi 2. Field of view 3. Lens blur/smear/glow Recommendation I will wait for Oculus Rift CV3, HTC Vive v3 and the GTX 1280ti/1380ti, maybe by then 2 way SLI would make it possible to have 1 graphics card to handle the graphics output for each eye which would help with not having hardware that can power the resolutions needed. Development tests I have carried out Best I can capture with my rubbish web cam but at least there are some previews. A quick demo I programmed up to demonstrate lens glare/smear/blur/glow effect. Another quick demo I programmed up to demonstrate 4K texture translation and minor aliasing issues but these aliasing issues are present in most things in VR at these screen resolutions. Another quick demo I programmed up to test some better textures I found, 8K and 4K textures, set to 4096x 16bit, created some normal textures for them, slapped on some spheres and rotated. About as good as it gets. Lots of lens glow from white text exampled. This is about as close as I can illustrate what you see when you put on the rift: an example of the view port, what you actually see and are expected to forget about. Black sides, room light from nose area, screen door and a little glow from white objects in the 3D scene bottom center. Conclusion At the moment, VR in my opinion is a FAIL. The resolution is a joke / insult, the lens blur/smear/glow for someone like me whom loves space games is a huge disappointment and the screen door effect just about tolerable. Not to mention your full field of view is not covered and puts you in a diving mask (good for a 1st person diving game I guess lol). Neither the Rift or the Vive should have been released with screens of this resolution / ppi. Should have been at least 1440p / 2k per an eye. The field of view needs to be at least 180 to 200 deg, and they should have worked out the lens blur/smudge/smear all before release.
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Yay!!! Watched the convention and pascal is out!! Definetely going to buy a 1080. Although I'm still confised about the founders edition and the normal one. Any difference in performance or overclocking (guess we'll see tomorrow when testers reveal videos about it on youtube). So I am planning to get the 1080 and the htc vive in september (when I am 15, abd have a christian confirmation when I get cash ). Anyone got any information on price drop or if they have shipped out in stores in other countries (preferrably something about Norway). Pretty sure 1080 will go out to other countries before september, although no idea about the htc vive though. Thanks in advance for your comments!!!
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It hasn't taken long since innitial release of the two major VR headsets, HTC Vive and Oculus Rift, for develpoers of VR games to realise that making games and apps 'exclusive' to Oculus Rift isn't that good of an idea... Now, let me get somthing straight; These are both unique headsets that house their own hardware/softwate that the other one dosent have. And I'm not saying that the two headsets are compleatly different, I'm talking about things like the HTC Vive's motion comtrollers rather than the Rifts Xbox like stationairy controller. The developer notes state that you must own the game for the Oculus Rift before being able to play it on HTC Vive. I don't really know TOO much about this due to the fact I have neither, although I'm trying to get my hands on some. I own a Google Cardboard which is nice but I'm not too stoked about VR at the minute. Anyway, some of the Rifts games actualy play better ont he HTC Vive due to the enhanced headset tracking in the Vive to allow you to actually move arround in the games rather than being stationairy and using the game remote to move. It's nice to know that the HTC Vive's wireframe still works with the Rift titles to keep you safe but if youre playing in a place that it suggests anyway then you'll be fine with or (Probably don't sue me) without. Especialy after this change I ame even more inclined to go out and buy the HTC Vive's newcomer to the long awaited Oculus Rift which had a few years running before its relese a few weeks ago. Let me know which headset you have or would like in the poll attached to this post.
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Hey guys, I'm relatively new to VR but I got the chance to play some really exciting new Oculus games that will be revealed on Monday. I was so impressed with the technology that I have to go ahead and buy it. The problem is that my machine fails the compatibility check in the following catagories: graphics card (GTX 960), processor (i7-2600k), and USB (Etron USB 3.0). Here (http://imgur.com/a/osMP8) is a full look at my rig using CPU-Z. So here are my questions I'm hoping you all can help with: * Should I try and buy separate parts and upgrade my PC to handle Oculus Rift? * Is it more cost effective/easier to buy a new Rift ready PC bundled to save some money? This (http://www.amazon.com/Oculus-Rift-Ready-G11CD-WS51-Desktop-Bundle/dp/B01BHFI4XG) is the bundle I'm looking it. * Will Rift ready PCs handle Premiere Pro and Photoshop just as well as my current rig? I use them for work daily. Thanks in advance!
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It's like someone showed up after 3 years of built-up anticipation and stole Oculus Rift's cake. From right under their noses. Everybody is talking about the Vive. Heck; my wife asked me how much it was after I showed her a demo video. That's is as much permission to burn 900 bucks as I'm ever likely to get! :-) It seems as though Oculus will release a motion controller later this year. Prices will probably be comparable. The videos I saw seem to show the Vive games to be simpler, more sandbox like than the Oculus. The Vive's games are not as deep but physical interaction is superb. 2 months ago I didn't even think I was going to get one of these for at least a couple of years. Today I was eye measuring my computer room. The logical thing to do is to get Iteration 2 of either device, whichever is successful. What do you folks think?
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so i've been waiting ever since the oculus rift came and out and nw with the vive coming out and steam supporting theater mode i really wanna jump in and experience virtual reality,i've never experienced virtual reality and i have no clue about the hardware etc etc,nw im not gonna run out the buy a headset right now because i waited for over a year since the oculus rift came out and i will wait for maby another year? if it means we will get better more MAINSTREAM headsets that dont cost one of ur kidneys,if any1 here has used the HTC vive then plz tell me how good it is and how practical it is to be used in a room,or is something more simpler like the oculus rift( a screen strapped to your face) a more practical choice. my pc specs i7 6700k gtx 980 sli 16gb ddr4 ram gigabyte g1 gaming 7 motherboard(does it matter?)
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After watching the video "You aren't ready for VR - SteamVR Performance Test" i had a video idea in whitch you run the htc vive or the oculus rift under the recommended specifications and tell how the experience was compared to the recommended specifications. I think it would be very interesting (sorry for my bad English im German XD)
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With traditional PC gaming we are used to dialing in our graphics settings, and then experiencing a very dynamic frame-rate as the scene complexity changes. A different more complicated approach would be to have a target frame-rate and dynamically adjust the rendering quality of the next frame based on how much time the last frame took to render. The tech is actually part of Valve's Source 2 engine. However the SDK for that engine is still not out. Instead we are getting this tech because Valve has released it as a rendering plugin for the hugely popular unity game engine. Theoretically there is nothing to stop this from being used in non-VR games but that's not expected to be the primary use case. The idea is to use the highest possible image quality while staying above target framerate. So scene complexity and midrange GPUs are accomodated without downgrading high end guys. Don't expect this to make things like Star Citizen VR playable on a 750ti. But it will be beneficial to people who are howering just under the minimum spec of R9 290 or GTX 970. Unity developers will get the tech at no extra cost. The Unity game engine supports both the HTC Vive and the Oculus Rift. There is also an algorithm known as fixed foveated rendering which can be used to dial back the image quality starting from the edges of the HMDs 110 degree FOV in order to prioritize high quality rendering in the center of the displays. For this particular feature most devs will probably consider it safer to use only for outer edges of the FOV until eye-tracking in HMDs become commonplace. The HTC Vive and Oculus Rift are head tracking HMDs without eye tracking. However it's worth noting that people normally do not move their eyes to observe the edges of their FOV (although they physically can), people generally move their eyes in a quite limited range and use it in combination with head movements. So the technique can still be useful... source http://arstechnica.com/gaming/2016/03/how-valve-got-passable-vr-running-on-a-four-year-old-graphics-card/ ************ general interest
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A virtual reality for all programs in Windows, with this you can even plan non-Steam games and watch Netflix in a virtual theatre. https://www.youtube.com/watch?v=bjE6qXd6Itw0
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Hi, I was just wondering if Oculus Rift games are compatible with the HTC Vive headset, or vice versa. I'm asking because I'm considering starting to save up for a VR headset -- probably the Vive -- and I'm wondering whether I could just put on the Vive and play games designed for the Oculus. I assume that you probably won't be able to play most Vive games on the Oculus as of now, seeing as the Vive uses the whole room tracking thing, but I don't see as much of a problem with it being the other way around. Any ideas?
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So, i plan on getting the PSVR Day One, but i MIGHT (if i can afford) get a VR for my PC in the future. So, which one and why?!?!?!?!
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Hi, so I need an AWESOME $2000 Gaming PC (has to be under $2100)!!!! I love EVGA's products, so an EVGA GPU and PSU would be cool! I need it to VR Ready. Also, I would LOVE to do more videos and streaming (so an Elgato HD60 Pro would be cool, if it can be in it). A cool NZXT case would be nice! I would like the new Skylake CPU, but some people say X99 so i dont know. THANKS!!!
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So, i need an Awesome $2000 Gaming PC. I love EVGA products so maybe a EVGA GPU and PSU (idk about motherboard), and i would like it to be good for videos and streaming. Also, be VR Ready. Thank you! I dont need monitor, keyboard, etc. only pc itself
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Source: http://gizmodo.com/there-are-some-super-shady-things-in-oculus-rifts-terms-1768678169 Basically, if you create something using the device, Oculus can’t own it, but the company can use it—and they don’t have to pay you for for using it. Oculus can use it even if you don’t agree with its use. This probably doesn’t matter much if you’re using the device as a gaming platform, but with a new type of device that’s out there, there are a whole range of unforeseen uses. Based on the wording of the Terms of Service, a creative developer could make a piece of interactive artwork that Oculus could then use for an Oculus ad without the artist’s permission. Who knows what else VR might allow people to create. But to do so—at least initially with the Oculus Rift—you might lose out on exclusivity with your work, something that’s important for writers and artists. Oculus can collect data from you while you’re using the device This caveat is more obvious but also more worrisome. The Terms of Service document reads: Furthermore, the information that they collect can be used to directly market products to you: This is kind of creepy! Given that Oculus can collect information about how you move and how you’re shaped. The Facebook-owned company can use your location and log your activity, and it can even do so automatically. And on a related note, given that Facebook owns Oculus, it’s not surprising that the Terms of Service also include language that allows the company to monetize your experience: that is, after all, what the Facebook platform has been historically extremely good at. What’s most worrisome here is that the emergence of VR technology opens up an new type of data for companies to mine en masse which can be collected efficiently. The fact that Oculus, the clear leader in the new VR marketplace, is setting this precedent could be dangerous for the future of the technology. Furthermore, as UploadVR noted, the Oculus Rift is a device that is always on (much like Microsoft’s Xbox One Kinect feature) which leads to further concerns about when the information will be collected. Who the hell knows when and where the NSA will get involved.
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