I hope I did the quotes right. There's no way in hell I'm risking getting lice by putting a headset on in a situation like this. Have you seen gamers? (looks in mirror) There's a reason a lot of leagues don't even let teammates share helmets anymore. Gross!Sony never competes, they just work to expand the market =)I'm starting to fall in like with this Occulus Rift thinger.What's more, expect Sony, when the time is right, to offer demos in stores like GameStop to generate some pre-release heat.
MS needs to make their own hardware. the oculus does not work with these consoles because they can't push 2x1080p at acceptable frame rates. only low profile games (like the ones for kinect which nobody cares about) would sometimes work. they need to design hardware specific for the consoles to make them usable in a broader range of game types.You know if MS was smart they would start talks (if they haven't already) with Occulus guys since there prototype already runs on windows they [MS] should help them make a xbox one SDK. Since the xbox on already has connect they could make a cheaper version with out the internal motion tracking sensor for the xbox.
I've never worn VR gear and have no idea what it's like. Do you see the image on a rectangular film screen in front of you or does the image span your field of view? Is the pixel density good enough as to not be noticeable? Do you feel nauseous after wearing it for long periods of time, say, 4hrs or more?I pre-ordered my Oculus DK2 about 10 minutes after the news posted, I really enjoyed using my DK1. It's going to be an interesting segment of the video game industry and I think there is going to be a lot of applications outside entertainment for its use.As to Microsoft & Oculus, I wouldn't mind Microsoft releasing Xbox One support for the Oculus for the Unity and Unreal engine's to support Indie and 3rd party developers. That said, I don't expect to see them do this, they would rather develop their own product rather than partnering with other vendors. It's one thing when someone wants to make a controller, completely different when your adding a core display technology. I do say that the last thing I want to see is MS looking at buying Oculus, because I really like their platform independent approach. We will see, its is going to be an interesting industry to watch over the next few years.
I only tried OR version 1.It's not a screen in front of you, it spans your field of view.But OR 1 has terrible resolution (officially more, but to me felt like 320x200) and very noticeable black grid on top of it. Hopefully they solve the problem in version 2.I've never worn VR gear and have no idea what it's like. Do you see the image on a rectangular film screen in front of you or does the image span your field of view? Is the pixel density good enough as to not be noticeable? Do you feel nauseous after wearing it for long periods of time, say, 4hrs or more?I pre-ordered my Oculus DK2 about 10 minutes after the news posted, I really enjoyed using my DK1. It's going to be an interesting segment of the video game industry and I think there is going to be a lot of applications outside entertainment for its use.As to Microsoft & Oculus, I wouldn't mind Microsoft releasing Xbox One support for the Oculus for the Unity and Unreal engine's to support Indie and 3rd party developers. That said, I don't expect to see them do this, they would rather develop their own product rather than partnering with other vendors. It's one thing when someone wants to make a controller, completely different when your adding a core display technology. I do say that the last thing I want to see is MS looking at buying Oculus, because I really like their platform independent approach. We will see, its is going to be an interesting industry to watch over the next few years.
I too will be looking to do the same... upgrade PC, buy a Rift, play MWO, childhood dream realized.My only regret is that I'll likely need a new PC to push the frame rates required by OR. My wife might think I'm crazy, but I definitely see myself putting on that headset and using it while playing MechWarrior Online. The 3D sound memtioned on the Sony device is interesting too.
While the first part is correct; rendering 2 960x1080 scenes (one for each viewpoint) is not the same as rendering 1 1920x1080 scene. The difference likely relies heavily on implementation specifics (game engine, api, drivers, and hardware); but I believe current rendering methods aren't able to handle rendering a single scene from 2 different view points in a single pipeline, since GPUs are massively parallel, the separation between the two renders means a big performance loss. I believe current APIs also require a duplication of draw calls, which puts a large burden on the CPU as well (and this burden is independent of resolution).I am hoping that AMD and/or nVidia are working on some hardware/software optimizations for 3d; from an outsider standpoint, it seems like dual-GPU architectures could be improved/specialized to provide performance improvements for stereoscopic rendering at a hardware level by allowing each GPU to render half of the scene in parallel.It isn't 1080p times two though. It is (960 x1080) x2. It's effectively only pushing one 1080 screen.