QUOTE(polarzbearz @ Dec 26 2018, 09:44 PM)
Oh btw I'll be doing demo for Oculus Rift at lowyat plaza this Sunday, if you wanna come over to try out can let me knowVR/AR HMD Club - Oculus Rift, HTC Vive, PS VR, HoloLens, Magic Leap, Windows MR
VR/AR HMD Club - Oculus Rift, HTC Vive, PS VR, HoloLens, Magic Leap, Windows MR
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Dec 28 2018, 09:12 AM
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#41
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Dec 28 2018, 10:06 AM
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#42
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Jan 8 2019, 09:18 AM
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#43
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Two new products announced at CES.
Vive Cosmos Inside out tracking Oculus Quest style controller WMR style flip (will it get wobbly?) PC powered, but HTC yet to confirm will it be tetherless No price mentioned Vive Pro Eye A Vive Pro headset with eye tracking tech added No price mentioned but with current Vive Pro at $799, expect it'll cost more. Interesting products teased by HTC. Especially Vive Cosmos (as Vive Pro Eye is naturally gonna be super expensive and out of reach of home users). Too bad their lips are sealed on further details such as technical specs and price range. It'll be sort of the perfect home users VR set if 1. priced at the same/lower price point of today's standard Vive ($499); 2. tetherless but able to achieve same/better graphic quality as standard Vive; 3. similar/higher resolution from today's standard Vive; 4. no wobblyness eventhough using WMR style flip; 5. the 4 inside out tracking sensor has superwide angle to maintain tracking accuracy HTC mentioned Cosmos isn't a successor for the original Vive. This statement makes me speculate that either it'll not be tetherless OR it'll be a dumb-down version to reduce weight, improve comfort, and support tetherless via lower graphic quality or mobile device. This post has been edited by shirley_andy: Jan 8 2019, 12:15 PM |
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Jan 10 2019, 12:50 AM
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#44
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Anyone can advise how to do a quick reset view for steam store games/steamvr?
When running games bought from Oculus store, Oculus has a very handy reset view function accessible from long press option button. It'll instantly reset front facing direction and center area according to where you're facing and standing. However when running games bought from Steam store through SteamVR, I can't find any option to do this. The native Oculus reset view won't work when steamVR is running on top of Oculus. The only way I know now is either to take off the HMD and place it on the floor and do recalibration everytime I start/restart SteamVR, or even more tedious is to access advanced setting in SteamVR and adjust play area position. |
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Jan 10 2019, 01:26 PM
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#45
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QUOTE(Mr.PeeNutt @ Jan 10 2019, 12:39 PM) what games actually? the only game that i need to reset usually is racing game. I just assign reset view on steering wheel button. all games, thing is, I move around and shift my set up quite frequently cuz I bring my VR and PC around. So, the direction and center of the play area will not be correct unless I do a full play area set up everytime I set up in a new location. Good thing is, using Oculus and playing games bought from Oculus store, I don't need to run full play area set up although its recommended, I can just stand in the middle of my new location and press reset view and everything will be alright, its very fast and convenient, can do it wearing the HMD. But because steam game need to run via SteamVR. This function don't work, and I can't find the equivalent of this function in SteamVR setting. I had to take off the HMD, put it on the floor of my new location, then run recalibration. And if SteamVR crash or need to restart steamvr, I have to do the recalibration thing again. |
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Jan 10 2019, 09:41 PM
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#46
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Jan 12 2019, 08:19 AM
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#47
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Just a thought, many wish for tetherless VR HMD but powered by PC for best graphic.
This means signal between HMD and PC need to be transferred wirelessly. But are we really ok to have wireless device receiving and transmitting signal attached directly on our head? Imagine all that wireless frequencies in contact with our head/brain. |
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Jan 12 2019, 12:33 PM
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#48
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Jan 12 2019, 12:48 PM
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#49
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QUOTE(Rei7 @ Jan 12 2019, 12:43 PM) I'd say the risk isn't that much I guess. Most are already using wifi, cellular data and what not. All form of radio waves. Even if you try to avoid it, sorta impossible now. Even the Sun has this waves. But I get your concerns. Yup true but atleast we don't stick our phones directly to our head for hours. For VR, its gonna be attached to our head for hours, assuming we play for hours. |
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Jan 13 2019, 06:31 PM
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#50
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QUOTE(FluffyTee @ Jan 13 2019, 05:02 PM) are u using oculus rift in steamvr? Ya I know about Advance Setting too but its not exactly can be done on the fly, it takes a few steps to adjust the VR space instead of instantly recenter based on your current position.for my WMR, i could just use the thumbstick which rotates the room. alternatively u could install OpenVR Advance Settings by ykeara or icewind. These are addon for steamvr that allows some customization to it. One of it function is to change the center and the floor of the VR space. Searched around but it seems SteamVR really don't have such setting. Too bad then |
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Jan 22 2019, 01:58 AM
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#51
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talk fact, and numbers don't lie, and the amount of Oculus Rift customers I've served over my 2 years period is fact that locally more and more people are getting into VR, whether its home users or business users.
And with HTC started selling official set, I'm not surprise their number also increased tremendously. Also, more and more VR themepark popping up, albeit expensive still they are attracting customers. |
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Feb 18 2019, 05:43 PM
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#52
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QUOTE(lotter92 @ Feb 18 2019, 03:08 PM) Hi sifoo2 sekalian. Other than resolution, do checkout what type of lenses the different WMR are using, OLED vs LCD.Looking for VR headset recommendation, purpose is for VR development in architecture visualization / Unreal Engine / a bit of VR gaming. Browsed through the thread and I think Rift and WMR are the best option for me based on my limited budget (>2.5k). Already have a capable PC desktop so shouldn't be a problem. Just additional question, WMR have higher resolution for the screen than rift, however does it make any big difference in term of sharpness (due to higher DPI)? OLED has advantage as it has low persistence to mitigate ghosting and fuzziness, it has deeper blacks for better contrast. Most cheaper WMR headset are using LCD, compared the the more expensive Samsung Odyssey WMR which uses AMOLED. Oculus Rift is using OLED. FOV is also another thing that differentiate between cheaper WMR headset vs more expensive ones, the more expensive Samsung Odyssey have 110 degree FOV while some of the cheaper ones only have 95 degree FOV. Oculus Rift has 110 degree FOV. However, its notable that some of the cheaper WMR headset can be flipped up, this is very convenient since you mentioned you plan to use it for development. As you'd most likely need to switch between your monitor and the VR very frequently, this flip up mechanism is definitely a big plus point for you. This post has been edited by shirley_andy: Feb 18 2019, 05:53 PM |
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Mar 4 2019, 10:53 PM
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#53
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As a long time Oculus Rift user, now owning an Odyssey+, I can really say the lens/display really very clear and nice. Really put me into a dilemma deciding which VR I like more.
I really like the Odyssey+ lens so much, but the headset is heavy and bulky compared to Oculus Rift. Other than that, the Halo style headset isn't very comfortable for long session, alot of pressure on my forehead mainly due to weight distribution not ideal. The the front part hangs from the halo style headstrap instead of being press and supported by my face, this made it wobble around if I shake my head too fast too hard. The WMR controller plastic feels cheap. But despite the above, I really fall in love with the display so much. I tried Vive, I own a Rift, but none of those can match Odyssey+ display. (Let's not include Vive Pro as the price is not comparable) |
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Mar 7 2019, 05:53 PM
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#54
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Mar 15 2019, 08:52 AM
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#55
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Mar 21 2019, 01:19 AM
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#56
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Oculus Rift S Key specs: - 5 inside out tracking sensor - Halo style design - 1,280 × 1,440 per eye resolution - 80Hz LCD lenses - No Hardware IPD Adjustment - Same hardware requirement as the original Oculus Rift My first impression after reading the specs and articles from various VR sites such as UploadVR and RoadtoVR: - 5 inside out tracking sensor simplifies the setup process of the original Rift, and 5 sensors will have lesser blind spot compared to WMR's 2 sensor - Not a fan of Halo style design, always felt the weight distribution is a tad off in those WMR headsets. However this comes with a velcro strap, and quoting from Oculus website, they mentioned "Lenovo co-designed the Rift S for increased comfort, better weight distribution, and improved light blocking" so it'll be interesting to see how will it be a better weight distribution VR compared to the original Rift. - Resolution not as high as the Odyssey+ (I'm comparing to Odyssey+ because I regard it as the clearest and highest resolution VR in this price range), we will have to wait for more hands on review to find out is it enough. - 80Hz is not that much lower than the original Rift's 90Hz, so it may not be that noticeable to majority of the people. - LCD lenses means the screen door effect (SDE) from using OLED lenses in the original Rift will be reduced, whether will it top Odyssey+'s anti-SDE AMOLED lenses or not remains to be seen. However, like in most WMR headset and even the expensive Pimax, LCD lenses tend to give greyish black instead of pure black. - It will not have hardware IPD adjustment, IPD will only be adjusted via software. However Oculus hasn’t specified the software IPD range, thus people with a very narrow or wide IPD may/may not have problem. - In order to be commercially viable to be sold to more customer base instead only marketed to a niche group of customers with high end PC, Oculus decides to not bump the resolution and the refresh rate too high so the minimum hardware requirement is still same as the original Rift, this means you don't need to have a super computer to enjoy it. This post has been edited by shirley_andy: Mar 21 2019, 01:22 AM |
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Mar 21 2019, 02:23 PM
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#57
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QUOTE(Rei7 @ Mar 21 2019, 01:39 AM) QUOTE(Mr.PeeNutt @ Mar 21 2019, 08:34 AM) Quest have 2880×1600p with OLED panel, manual IPD adjustment and Samsung Galaxy S8 on it and same $399 price. I hope Quest is able to mirror the display to external screen such as a TV/monitor and not just cast to mobile phone like Oculus Gothey should just make Quest with an input Virtual link USB-C cable like Vive Cosmos ok i'll buy the Quest Otherwise it's gonna be a very isolated experience. Also another possible problem with Quest is, we can only play games from Oculus Store, not steam. Oculus store games are sold in USD so it can be a bit pricey. This post has been edited by shirley_andy: Mar 21 2019, 05:50 PM |
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Mar 25 2019, 11:28 PM
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#58
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Mar 26 2019, 11:24 PM
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#59
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May 3 2019, 11:46 AM
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#60
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