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

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stringfellow
post May 14 2013, 05:54 PM

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Reason why I held off getting the Oculus Rift despite its cheap price. Screen door effect is a no-go for me. I'll stick with my T2 until they fix the Rift for its proper commercial release.
stringfellow
post May 14 2013, 06:20 PM

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QUOTE(881118 @ May 14 2013, 06:01 PM)
commercial release would be atleast 6months -  1 year away, long time to wait~
my original intention was for some research purpose
but I still cant overcome the motion sickness LOL rclxub.gif
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I can take it off your hands cheap if you wanna drop it. tongue.gif I'm thankfully immune to motion sickness.
stringfellow
post May 14 2013, 06:26 PM

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QUOTE(881118 @ May 14 2013, 06:24 PM)
you will not want to get it from me
mine was bugged since yesterday
it became black n white only, I was like WTF  sweat.gif
somemore it happened during a presentation

will do some trouble shooting tonight

anyway, do you use ur Hmz-T2 mostly for movie or gaming?
do you use external media player or PC as source?
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Gaming on PS3. Which I hardly do these days since I've bumped up my rig specs. Movies are on my VT50.
stringfellow
post May 14 2013, 06:44 PM

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QUOTE(881118 @ May 14 2013, 06:36 PM)
Wow, just read ur signature.
You have alot of $$$

Anyway, recently there are many cheap 4K TV from china such as Seiki and Skyworth
you might interested to get it?
about 1,300 USD, compared to those 20,000 USD from LG/Samsung
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this is going OT from HMD, but here goes:

The Seiki is ......okay for its price. Lots of shimmer and all but can be toned down with some tinkering. But 4k at 30Hz refresh rate = lots of screen tearing. V-Sync ON = input lag. Until the Sharp 4K monitor is available and I can confirm it's AT LEAST 60Hz refresh rate, I'm holding off 4K displays.

84" 4K UHDTV? I'll break my neck swiveling my head left to right looking at the everything on that screen. No deal. tongue.gif I figure I'm 4k-ready specs-wise (Or I can just add another Titan), just that there are no usable/reasonable 4K displays available yet.
stringfellow
post Nov 22 2013, 10:54 PM

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First HMZ-T3W user in Malaysia? tongue.gif Just got mine from Amazon.

» Click to show Spoiler - click again to hide... «


WirelessHD finally!

A slice of the future there, sleek as hell! Good timing too, my PS4 is already here and XBONE arriving on 25th. rclxms.gif

This post has been edited by stringfellow: Nov 22 2013, 10:55 PM
stringfellow
post Apr 15 2016, 05:11 PM

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Setting up my Oculus Rift.

» Click to show Spoiler - click again to hide... «

stringfellow
post May 3 2016, 08:35 PM

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Two main areas to VR. Living space and PC space.

The smaller living room setup rig "Ampersand" serving the Oculus Rift, while the larger gaming rig, "Endgame 3.0" powering the HTC Vive. Vive arriving by the end of this week.

Also replacing the bulky keyboard mouse setup with the Razer Turret for the living room space setup with the "Ampersand".

» Click to show Spoiler - click again to hide... «

stringfellow
post May 5 2016, 04:50 PM

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Rift meeting his better half. wink.gif

HTC Vive.

user posted image

This will take a while.

user posted image

This post has been edited by stringfellow: May 5 2016, 05:13 PM
stringfellow
post May 6 2016, 08:46 PM

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After a day's stint on the Vive, I'm inclined to say that it is all around the more superior VR platform and experience than the Rift......until the Rift get its Touch controllers. It's a whole different level of immersion having represented limbs in virtual space compared to using controllers to move around.

The placement of the base station is tricky though. Had to place one on the corner of the room on top of speaker stand while the other on a tripod stand. Both of differing height. Works so far.
stringfellow
post May 7 2016, 05:29 PM

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QUOTE(silrave @ May 7 2016, 05:25 PM)
wow ur rig look cool XD
what gc u use ?
*

Three Titan Xs. 2017 will replace that with 1080Ti. tongue.gif
stringfellow
post May 9 2016, 06:47 PM

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Living space rig now complete. Been looking high and low for setups like this. Was considering the Corsair Lapdog but this one-ups it for being gaming-class wireless system instead of anything wired.

The Razer Turret.
» Click to show Spoiler - click again to hide... «

stringfellow
post May 10 2016, 01:12 AM

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No thanks. Not fond of sidegrading.
stringfellow
post May 11 2016, 08:00 AM

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QUOTE(881118 @ May 11 2016, 01:55 AM)
user posted image

sidegrading?
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Sidegrading as in if I get the 1080 I'll be getting the Ti as soon as it releases as well. I don't settle with "good enough".
stringfellow
post May 12 2016, 02:18 PM

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I dont settle with good enough when it comes to hardware. There is a threshold in VR when it comes to what hardware can do and what framerates it can push out Even now on games like "The Climb" from Crytek, even when its pushed settings-wise to the maximum, I'm still getting the ideal framerates I need for the Rift. Until VR games gets more detailed and impacted the framerates, the current setup actually is enough. The only reason to sidegrade is if I'm chasing specs.
stringfellow
post May 14 2016, 01:28 PM

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QUOTE(881118 @ May 14 2016, 08:30 AM)
Oh I see, so you are not chasing specs. whistling.gif
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Looks like I am isn't it? whistling.gif But spec-chasing would mean getting the i7 5960K or any of the new high-end Broadwell-E instead of the 5930K. Could've gone 8 x 16GB Corsair Dominator Platinum instead of measly 8 x 4GB Avexir. It's a matter of seeing where the threshold is before performance plateaus.

In the case of 1080, we all know Nvidia's release pattern: they'll release 1080, then the Titan version of the Tesla Pascal card, then 1080Ti which is a cut down version of the Titan but priced more affordably (relatively).
stringfellow
post May 18 2016, 06:48 AM

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Very little, or more aptly, zero benchmark news on the GTX1080 in terms of VR performance.

Normal non-VR gaming performance stock for stock between 1080 and 980Ti is 13-18% improvement, with margins growing up to 25% when overclocked. The thing here is, with VR, image fidelity has yet to approach traditional gaming quality (like the most recent Doom for example), and VR game renderings are treated different and with much lower geometrical details than traditional games. Graphics on VR-specific-games like Lucky's Tale or Adr1ft is simple at best, and even when you pushed the image quality slider to maximum, I'd say it looks like "Medium" image quality to me. The only VR game that really pushes the image quality boundary significantly, to me, is "The Climb" by Crytek. I have that game on the Rift and it looks really beautiful but not really approaching traditional PC games per se.

With that in mind, I feel that the 980Ti still have enough processing power to do VR proper. Unless features like Simultaneous Multi Projections and Stereo Pass is only specific to Pascal-based cards, there's not enough reason to upgrade to 1080 if you're on 980Ti at the moment. It's a no-brainer to go 1080 if you're still using a 980 or lower card.

Games and experiences on VR at the moments are simple, and require little processing power compared to traditional games. At this state, even 980Ti is overkill for VR. Until we get more Unreal Engine 4 based experiences and games pushing the limits of performance in VR, the current crop of cards recommended for VR has plenty of horsepower left to run them.

This post has been edited by stringfellow: May 18 2016, 06:56 AM
stringfellow
post May 18 2016, 06:53 AM

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QUOTE(wlcling @ May 17 2016, 11:21 PM)
Lucky fella! But how are the games on both sides?

I feel vive was like wii, more cool factor and something really new, whereas rift is like Xbox, more for sit down and play long sessions
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VR is not meant just for sitting. Even the Rift is going to Room Scale VR as soon as Oculus Touch are made available for sale. The Vive's controllers aren't there just to make it "look cool", it represents your two arms in virtual space and enables a lot more engaging, more active, more involved VR experience than just sitting down and spinning around. That kind of seated VR, even GearVR can do that.


stringfellow
post May 18 2016, 08:46 PM

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Depends on your pick: you want VR-specific experiences or traditional games with VR elements implemented into it. Already the segregations are there. Rift gets VR exclusive games like Gun Valkyrie, Adr1ft and The Climb, while Vive associates itself with SteamVR.

The way I look at it, whichever platform providing the most compelling VR experience in VR space wins. At this stage, Vive wins. The tide may turn once Oculus get their acts together and releases Oculus Touch.
stringfellow
post Jun 2 2016, 03:39 AM

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I was this 10 minutes ago, had to take a break now sweating bullets fogging up the HTC Vive's VR lenses. Except I use the safety of double sabers once past the "Legend" difficulty (that unlocks the Rusty/Weathered hilt), and all hell broke loose past that where the game ask me to dodge the lasers 10 times. That unlocked the red blade (damn the game dev for locking the coolest blade color behind that challenge!).

Had to stop for a break after the last match taking more than 10 minutes, endless flailing and deflecting blasters lasers at a constantly moving training remote, got to 9 successful deflection and and got hit on the final 10th attempt.

YouTube video to describe what you do in the VR experience, that is not me. The intensity gets ramped up tremendously past "Legend" difficulty.


stringfellow
post Jun 8 2016, 12:19 AM

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Just got my review unit of the Avegant Glyph. Probably nothing compared to Oculus rift or HTC Vive, but interesting to experience the way it projects images: instead of on a screen, it shoots that image into your eyeballs to the retinal layer of your eyes.

user posted image
when not in used, it masquerades itself as headphones. tongue.gif

user posted image
Screens? We don't need no stinkin' screens! Laser projected straight INTO your eyes, baby!

user posted image
The Avegant Glyph Personal Mobile Theatre.

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