Got my Oculus VR today

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Dankk

Diamond Member
Jul 7, 2008
5,558
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Like I've said earlier, the only versions out now are the low res DEV versions. The consumer grade ones will be 1080p.

Yeah, I understand. This is a comforting thing to hear.

if it is as bad as he makes it sound, it doesnt seem like 1080p will suffice either.

1080p will definitely be an improvement over the pre-release developer model, and at the same time, it will probably be the bare minimum required for the resolution to not look like complete crap.

While 1080p is an arguably competent resolution for most applications, in the Oculus Rift the screen is literally only an inch or two away from your eyes. Safe to say you're still going to see large pixels.

does anyone think higher res would make the nausea problem worse? because the visuals are more "convincing" to the brain, further increasing the sensory discrepancy.

Not for me personally. Bring on the higher res!
 

JeffMD

Platinum Member
Feb 15, 2002
2,026
19
81
dank, despite that they say you need all the horse power in the world just to drive 2 windows, I am sure we will be able to use AA in some situations which should help hide the pixels. Right now games are getting basic support, no ones working on making it look better.
 

PowerYoga

Diamond Member
Nov 6, 2001
4,603
0
0
most of the demos out right now are very basic that are just exploring the spatial characteristics and a few basic functionalities. I don't think anybody's put any real effort into making things look "good" because everything's extremely low resolution right now and at times nausea inducing.

I for one think the HD resolution will alleviate a lot of the issues with disorientation and whatnot. The giant pixels and terrible refresh rate is the biggest cause of that, especially if you're moving at any sort of "speed" where the screen just ghosts like no other.

As a comparison: play TF2 on a 5 year old monitor with a response time of 13ms at 1080 x 720 really close to your face and that's about what you're getting with the current developer's hardware.

People who saw the thing at E3 say it looks fucking awesome, and I haven't heard any nausea inducing stories from those guys yet, but maybe I missed it?
 

CottonRabbit

Golden Member
Apr 28, 2005
1,026
0
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People who saw the thing at E3 say it looks fucking awesome, and I haven't heard any nausea inducing stories from those guys yet, but maybe I missed it?

Nausea doesn't set in for me until ~1 hour in. People at E3 don't have it that long to play with it. I've never gotten sick looking at any other screen before. I'm sure this is a #1 priority for the people at Oculus to improve.
 

flexy

Diamond Member
Sep 28, 2001
8,464
155
106
Can someone tell me how you control games (keyboard, mouse, etc.?) with the Rift on? I mean seriously guys, can we maybe expect only "dumb down" games where the gamer is only required to click 2 mousebuttons and space key because anything else would be too complex with the rift on?

Also...dumb question...how do you "protect" yourself from falling of your chair due to too much crazy movement? (I know it sounds like a silly question but has some merit).

I have reason to believe that *IF* the rift becomes a success, what we will see soon after will be special chairs or "VR stages", something like that which a) take care of the problem (seatbelts..simple).....but also with easy to reach/memorize buttons eg. in the side-arms of a chair.
 

Dankk

Diamond Member
Jul 7, 2008
5,558
25
91
Can someone tell me how you control games (keyboard, mouse, etc.?) with the Rift on?

With a keyboard and mouse, or a gamepad, as usual.

Also...dumb question...how do you "protect" yourself from falling of your chair due to too much crazy movement? (I know it sounds like a silly question but has some merit).

You're right, that's a silly question. There is no "crazy movement" involved when playing games with the Oculus Rift. You're not moving you're entire body; rather, you're only moving your head. If you somehow manage to fall out of your chair while using the Rift, it's either because you're using some special unrelated input device that requires lots of movement, or you're just being stupid (or wild for the sake of being wild).

I have reason to believe that *IF* the rift becomes a success, what we will see soon after will be special chairs or "VR stages", something like that which a) take care of the problem (seatbelts..simple).....but also with easy to reach/memorize buttons eg. in the side-arms of a chair.

It sounds like you don't quite understand what the Oculus Rift actually is. It's not a full-fledged body suit that tracks your arm and leg movements. There's no spatial tracking, no hand gestures, no special body movements involved (other than turning your head). There's no buttons or triggers or joysticks attached to it.

The Rift is simply a visor that covers your eyes, displays games in 3D, fills your peripheral vision, and tracks your viewing position so you can look around naturally by turning your head. It makes you feel like you are actually inside the game environment, but only visually. For the most part, you're still using a traditional mouse+keyboard, or a gamepad to actually play the game.
 

JeffMD

Platinum Member
Feb 15, 2002
2,026
19
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That said..I will sorely be disappointed if SOME hardware maker has not released a glove style 3d mouse by the time oculus is out.
 

flexy

Diamond Member
Sep 28, 2001
8,464
155
106
With a keyboard and mouse, or a gamepad, as usual.



You're right, that's a silly question. There is no "crazy movement" involved when playing games with the Oculus Rift. You're not moving you're entire body; rather, you're only moving your head. If you somehow manage to fall out of your chair while using the Rift, it's either because you're using some special unrelated input device that requires lots of movement, or you're just being stupid (or wild for the sake of being wild).



It sounds like you don't quite understand what the Oculus Rift actually is.

I know what the rift is, but don't you realize your eyes are COVERED by the head-set/visor? Insofar my question about not accidently falling of a chair etc. has some merit. You don't see your desk or whatever is around you. Do me favor and cover your eyes with a dark towel and then spin a little on your chair or something. And we're talking about fast moving action games. This is what I am getting at.

""
traditional mouse+keyboard
""

How do you use your keyboard with a visor on? Can you write this post blind? I am writing A LOT on my PC due to my work, however I could not do it "blind", I need to see the keys. In fact, my keyboard is one of those which light up at night. I STILL don't see how people can use their keyboard properly when they have a visor on and are immersed into an entirely different world.
 
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JeffMD

Platinum Member
Feb 15, 2002
2,026
19
81
flexy, the helmet has no movement sensors, only orientation (although I dont see why this shouldn't be in the final release... this is in like every single new phone now). So if you can keep from needlessly moving around, you shouldn't fall anywhere. You should be pretty stationary in your chair.
 

Dankk

Diamond Member
Jul 7, 2008
5,558
25
91
How do you use your keyboard with a visor on? Can you write this post blind?

Yes?

I've been touch-typing since elementary school. I'm pretty sure learning how to use a keyboard without looking at it has been a standard in public education for a long time now. If you haven't learned to do it at this point, then I imagine it's because you're either very old (keyboarding wasn't important/was nonexistent when you were in school); or you simply never bothered to learn how to do it properly, and you've developed a bad habit of looking at the keyboard because of it.

Sorry... I don't mean to be rude or anything. I just assumed that anyone who regularly uses a PC to any capacity - whether it be work, school, or video games - knows how to touch-type.

The other day when I sat down with the Rift and pulled the visor over my eyes, I was able to orient myself simply by placing my hands on the keyboard in front of me, feeling for the nubs on the F and J keys (which are found on every keyboard), and then I instantly knew where everything was. I played Half Life 2 the exact same way as if I were playing it normally. Not being able to see the keyboard wasn't an issue.

Of course, part of it is also probably because I previously played a lot of HL2 and was already familiar with the controls.
 
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PowerYoga

Diamond Member
Nov 6, 2001
4,603
0
0
Nausea doesn't set in for me until ~1 hour in. People at E3 don't have it that long to play with it. I've never gotten sick looking at any other screen before. I'm sure this is a #1 priority for the people at Oculus to improve.

heh, lucky you. Mine set in within 30 seconds. It made me so dizzy I had to take the thing off after 1 demo.

And I think the rift works better with a gamepad, just because some people still finger type. though I suppose it'd be cool if there was an option to display the "real world" in like a little pip window so you don't have to take the headset off to look and talk to someone. :awe:
 

SlitheryDee

Lifer
Feb 2, 2005
17,252
19
81
heh, lucky you. Mine set in within 30 seconds. It made me so dizzy I had to take the thing off after 1 demo.

And I think the rift works better with a gamepad, just because some people still finger type. though I suppose it'd be cool if there was an option to display the "real world" in like a little pip window so you don't have to take the headset off to look and talk to someone. :awe:

There's a cool idea. Just an inexpensive camera on the front of the visor would solve a lot of problems. Could also probably be used for some cool augmented reality-type features.
 
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