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Vecha
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Actually PSVR is going to run at 60 fps with special interpolation to smooth it out to an effective 120 fps.  Basically the actual rendering happens 60 times a second, but the head tracking is updated 120 times a second, and it warps the previous frame using the updated head tracking to create the feeling of smoother motion without having to render twice as many frames.

 

@Jack:  Download the SteamVR test from the Steam store.

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So apparently the word is don't buy an Oculus until the motion controllers are out, because they're essential to the real immersion that makes VR what it is.  Though it seems to me that if you're doing that you might as well just get a Vive because I can't imagine a Rift + two controllers is going to be too terribly much cheaper than the Vive anyway, and it can't do the room-scale stuff.

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I'll have to update my rift software cause now that the device has launched my DK2 should be good enough to tie me over until VR becomes something I will really want to buy into. From what I've read about the three options it sounds like the Rift jumped in first, developed something amazing and both Playstation VR and HTC Vive took it to the next step. The Rift will catch up with the controllers and possible room sensing, but they needed their device on the market first.

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Only Vive and PSVR support the room-scale stuff (and Sony discourages it). With Rift it's all seated/standing still, no walking. Vive only requires 2m x 1.5m for the room-scale stuff and also supports seated/standing still stuff. Though everyone does day the room-scale stuff is the most impressive, it's impractical for a lot of people so I would imagine there will be plenty of sitting-still support, especially since the Rift requires it.

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https://riftcat.com/vridge

 

So this is kind of neat, lets you run VR games using current Cardboard set-up. Obviously it's only a bit of a stop-gap but it's neat to play with. I'm probably gonna give a spin later, need to get some elastic for my headset (I swear I've some kicking around somewhere. I guess push to shove string will do fine)

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I've downloaded a VR game that might be compatible (got an ocoulus rift one cos they're "sit down" ones). Gonna trial it out at some point, just haven't yet.

 

....

 

 

... I guess I'm about to do this. I'll respond in a bit I guess.

 

 

edit: So I tried to launch "Colosse" which is one of the free VR games on Steam, but it carried on dropping the connection. Grabbed "The Night Cafe" from their store, many of their stuff is all free demo pieces n such, and it's quite thematic cos it's based on the paintings of Van Gogh, and it worked pretty damn great. Only major issues really is my lenses are a bit murky now, and I need to pick up a strap cos doing this one handed is a pain, and also controlling a keyboard while it's behind you is a bit funky but that'll be same issue other VR headsets have.

 

So yeah, it's easy enough to sign up and trial it out n worked pretty fine for me. It seems from the syncing set-up (which I just ran through "automatic" and it was instant) you need a N wi-fi but that's pretty common these days. So yeah, I wouldn't say go out n start buying games for use in this, but if you've Cardboard and maybe a game that supports VR then it's worth the 5 minutes of your time it takes to set-up.

 

edit 2: Oh I'm on a GTX 760, so regardless it's not gonna run blazing quality games. Also it seemed my screen was maybe a lot brighter for this than it needed to be cos there was definete exposure difference between what was on my phone n it been much darker on my PC.

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@Dean: Awesome, thanks!  I would have tried it myself but I only have a 470 so I can't even pretend that I could maybe play some crappy VR games.  I'm planning to get a 1070 in 2-3 months so at that point I'll definitely give it a shot.

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