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 VR/AR HMD Club - Oculus Rift, HTC Vive, PS VR, HoloLens, Magic Leap, Windows MR

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shirley_andy
post Jul 10 2018, 04:32 PM

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QUOTE(Mr.PeeNutt @ Jul 10 2018, 04:19 PM)

I prefer Oculus Rift but the Rift you gonna need 3 USB port. If fully 360 tracking need another 1 more  shakehead.gif


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However only the HMD need USB 3.0, meaning the sensors you can plug into normal USB, meaning if not enough USB, a cheap USB hub is enough for the sensor to plug in.
shirley_andy
post Jul 11 2018, 02:23 PM

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QUOTE(Mr.PeeNutt @ Jul 11 2018, 01:19 PM)
hey you the guy selling the Rift everywhere  biggrin.gif
really can use on cheap usb hub? have you test on any 360 fast paced game?
i plug into 2 usb 3.0 another 2 sensor on usb 2.0 pci-e expansion card

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yup both my sensors are on normal USB 2.0, no problem tracking my constantly swinging arms playing beat saber expert mode. laugh.gif

Haven't really tried it on RPG or first person shooter games cuz too much time spent in virtual race car tongue.gif

Say, if really worry tracking will be affected and want to prioritise the sensor, we can always plug other USB device such mouse, keyboard etc into USB hub so that sensor can plug direct to motherboard's USB slot instead.


shirley_andy
post Jul 11 2018, 04:42 PM

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I'm bringing in TPCast Oculus Rift wireless adapter for corporate use. Hopefully the latency is not noticeable. Anyone have/tried it before?

I'm also looking for ways to adjust Oculus Mirror's FOV so that spectator's FOV (on the TV) can be wider.

This post has been edited by shirley_andy: Jul 11 2018, 04:51 PM
shirley_andy
post Jul 17 2018, 01:21 PM

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QUOTE(hpares @ Jul 17 2018, 01:10 PM)
Samsung Odyssey or rift? Samsung got the highest resolution among all wmr right? Rift seems cheaper according to shopee.. anyone bought from there before? Ubuy seems cheaper, anyone bought from there before?
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I think both are ok and it boils down to which game u play.

Its easy to always go for the higher resolution one when just comparing hardware, but remember compare software too.

Remember to compare the games you intend to play, whether supports WMR or Oculus Rift. And the general support from the community when comes to troubleshooting etc.
shirley_andy
post Jul 20 2018, 10:23 AM

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QUOTE(Rei7 @ Jul 20 2018, 03:48 AM)
Itchy to get my own Vive... Only around 2.5k now, but kinda scared if they release a new one. Not talking about Vive Pro but maybe they will release something better, Pro isn't good enough for an upgrade if you had a Vive. Not even worth the buy either it seems.

Maybe Oculus will release a new one soon? Sounds good to wait. I'll just be satisfied with PSVR for now.
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Next gen Oculus have lots of new and advance feature such as the new display technology that they're calling the “Focal Surface Display" with realtime focus-adjustment.

This kind of tech won't be out so soon, earliest would probably be end 2019, and I don't expect the price to be at the same range as CV1.

This post has been edited by shirley_andy: Jul 20 2018, 10:25 AM
shirley_andy
post Jul 20 2018, 02:16 PM

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HTC Vive and Oculus both have same resolution, not sure about Vive, but Oculus you have option to increase image sharpness by increasing supersampling in Oculus Debug tool, this is possible as long you have enough juice from your GPU.

In terms of tracking, Vive uses laser tracking system while Oculus uses camera tracking system. On paper, laser is more accurate.
shirley_andy
post Jul 20 2018, 05:17 PM

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QUOTE(tishaban @ Jul 20 2018, 03:34 PM)

Still I can't expect everything to stay the same, the VR/AR market is still new and realistically, very small with no killer app so I think there will be some consolidation and major changes in the future. Enjoying the Vive while I still can  biggrin.gif
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yup, other than price, another key reason is no killer app yet. Or I should say, hard to market VR without getting people to try it.

So far I think only Beat Saber gameplay video manage to grab people's attention.

Others gameplay video didn't get to translate the actual level of immersion the actual gameplay so people can't really get hooked until they put the HMD on.

Because gameplay videos only manage to show 2D video, the sense of immersion is not there.
shirley_andy
post Jul 23 2018, 09:06 AM

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QUOTE(FluffyTee @ Jul 21 2018, 11:38 AM)

In my honest opinion, there is a lack of awareness and exposure and misconception. Many have not tried VR has assume they know what it is based on looking at demos on a flat panel/screen.  Some even assume 360 videos as VR. Im not sure if u have tried VR but there is no way to describe it and compare it with a flat screen.

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yup exactly, and its hard to tell people how real VR feels like unless they really experience it themselves, because no videos or gameplay recording can translate the 3D VR environment that player feels when being in VR.

Being a CV1 seller, people often compare or ask me is it as good as Samsung Gear VR sweat.gif . I tell them, this is so much more than Samsung Gear VR.
shirley_andy
post Jul 24 2018, 08:57 AM

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QUOTE(tishaban @ Jul 23 2018, 10:43 PM)
The other alternative that VR/AR will take off is when there is super strong sales and backing from businesses/industry. Think VR/AR for all training in oil and gas or VR required for driving classes before you actually drive on the road etc. With that level of sales supporting development of the hardware by Valve/Oculus, the trickle down effect is that consumer level VR/AR will continue to flourish despite low sales from the general public.
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Hopefully we start to see more of it in commercial use. Here there's already some companies I've met adopting it, selling large size medical equipment using VR to showcase the equipment, bringing property buyer to go through virtual show unit, etc.
shirley_andy
post Aug 15 2018, 12:21 AM

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anywhere possible to try out Samsung Odyssey or Acer WMR?
Or any user here own it and willing to let me try? tongue.gif
shirley_andy
post Sep 5 2018, 09:40 AM

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Finally gave HTC Vive a proper run at The Pantheon One City.

The hand controllers are much heavier than Oculus Touch, can really feel fatigue after playing few rounds of Beat Saber. Good for working out the hands I guess.

Headset sponge is softer than Oculus Rift and have full coverage, this means there's no gap at the nose part, which improves immersion. Oculus Rift assumes everyone are ang moh with big nose thus the gap. However for me I prefer the gap, atleast I can still use keyboard, look at my phone, check my monitor for error message without taking off the Rift.

Vive have more than 1 cable running to the headset compared to Oculus of only 1 cable. Don't know is it due to the extra cable or purely the weight of the goggle but Vive is noticeably heavier than Oculus.

This post has been edited by shirley_andy: Sep 5 2018, 09:41 AM
shirley_andy
post Sep 5 2018, 08:01 PM

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QUOTE(FluffyTee @ Sep 5 2018, 04:46 PM)
Hey! Although vive does not reveal it. There are multiple version of cv1. The latest one is lighter, and comes with a single cable. The light house has also reduced to 9 LED.
I do like the adjustable lens to eye distance.(not ipd)

I cant say the weight of the control is comfortable for all, but i found it more realistic holding ingame weapon/items with some weight.

I do dislike the god rays and default weight distribution (without the DAS) and rechargable controllers.

Btw how much are the rental charges and service?
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Didn't check the rates, I went during an event where they open free to play to all visitors.

Played a few rounds of beat saber and felt like I done a wrist workout. Oddly satisfying though. laugh.gif

Playing beat saber in an Omni Platform feels weird though.
shirley_andy
post Sep 19 2018, 08:55 AM

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Any Rec Room player here?
shirley_andy
post Sep 27 2018, 08:02 AM

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looks great, without cable, without sensors, really promising.

However its not mention does it fully support PC games (since it says its a standalone like Oculus Go which doesn't require PC), it only mention PC VR games will be ported over, but how many and is the quality the same?

Assuming latency isn't a problem, my number one question is, is it a wireless oculus rift or is just something in between Oculus Go and Oculus Rift.

And at the same price point as oculus rift, maybe the rift will get price cut.

This post has been edited by shirley_andy: Sep 27 2018, 08:10 AM
shirley_andy
post Sep 27 2018, 08:12 AM

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just realise they say it's a standalone unit like Oculus Go.

So is this an upgraded Oculus Go with positioning tracking function. (catered mainly fot mobile gaming)

Or is this a wireless Oculus Rift. (catered mainly for PC gaming)

I quoted "Zuckerberg also promised that many PC-based VR games and apps will be ported to the Quest".

So for me, its still unclear can Oculus Quest support all VR compatible (can be played with or without VR, like sim racing) PC games or will it only port over VR exclusive PC games (eg. Beat Saber).

My guess is, Oculus Quest won't work with a PC. Games will be ported over but it can't be used to play games installed on your PC. Reason being, I don't see how to wirelessly pair it with a PC without a transmitter (like TPcast).

Plus, they mentioned 64GB, meaning games need to be loaded into the device to run, not run from PC and transmitted to the VR.

Curious...

This post has been edited by shirley_andy: Sep 27 2018, 08:38 AM
shirley_andy
post Sep 27 2018, 08:51 AM

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QUOTE(Mr.PeeNutt @ Sep 27 2018, 08:38 AM)

btw the oculus rift now can support the oculus mobile apps rclxm9.gif


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Haha yes this makes me more excited than Oculus Quest.

shirley_andy
post Sep 27 2018, 09:14 AM

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Mr.PeeNutt FluffyTee what's ur username in Oculus?
shirley_andy
post Sep 27 2018, 09:23 AM

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QUOTE(FluffyTee @ Sep 27 2018, 09:16 AM)
I use steamvr to play instead of oculus.
Ill pm u later
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oh tq, added u.
shirley_andy
post Sep 27 2018, 11:28 AM

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Since Samsung Odyssey has higher resolution than standard Vive and Oculus Rift, does it need more juice from GPU to run at the same FPS?

This post has been edited by shirley_andy: Sep 27 2018, 11:28 AM
shirley_andy
post Sep 27 2018, 01:27 PM

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SteamVR will try to guess SS and apply accordingly, SeamVR also allows you to manual override by forcing all games to run at specific SS or even set specific games to run at specific SS.

When I run RaceRoom (a VR compatible racing sim), the auto SS that SteamVR runs is awfully low, had to manually set games specific SS for it.

Also, noticed that SteamVR SS overide Oculus Debug SS. So regardless of what SS amount used in Oculus Debug, if steamVR SS not manually increased, the SS would still follow auto SS set by SteamVR.

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