Moore's law is slowing down which is bad for VR but means less iterations. I'll wait for pascal / polaris to avoid at least one upgrade. Maybe Oculus Touch will be out around the same time.
Valve has made sure that every iteration of development kit works just fine with the new hardware. You can still use the original lighthouse trackers with the new headset and vice versa.Oowee that's a scary thought. Annual iterations from occulus and HTC with no product recycling D: I want modular design like OSVR....although better quality hardware options would be nice.
I definitely agree. Second hand VR kits will be a big boon to the market in general. Some of the early adopters will also move to the newer hardware, leaving lots of room for resale hardware to hit the market. That will certainly make the cost of entry much lower.No way, the second hand market is going to be incredibly important to the establishment of VR. I would guess that both Oculus and HTC will offer trade-in discounts to first adopters so that a refurbishing program can start to sell used units at much less cost. The iPhone refresh model could work here. Flagship, $600, Year old New, $400, Refurbished year-old, $300. It's a good way for them to make some money and reduce the price of entry for the plebs.
CPU clock speeds can't increase at the same pace, but GPUs are all about multi-core computing already and thier progress is not slowing down at the same pace.Moore's law is slowing down which is bad for VR but means less iterations. I'll wait for pascal / polaris to avoid at least one upgrade. Maybe Oculus Touch will be out around the same time.
I believe they have already tried overhead cables and it doesn't work, when you move around the cable weight plays havoc with the HMD positioning. Having the cable running down your back works with the straps rather than against them and provides the best experience by far.Yeah its teh latency added by the wifi. Until someone finds some work around, its going to be cabled. It doesnt matter so much with the Rift since you can only sit on your ass and play it, but with this being superior with its ability to actually move around, being tethered can cause issues. Having said that, most every vid i've seen of people using this, it really wasnt much of an issue.They have got to do something about that cable. I fully expect a base station and belt receiver accessories to be sold soon, probably not by HTC\Oculus though. The latency that a wireless solution would add to an application sensitive to latency may be the reason both HMDs are cabled. Then again, it could just be cost, after all $800 sounds a lot better than $1000.
this reviewer is a glasses wearerSame question here as for the Oculus - what about those of us who wear glasses? yes they say it "supports" adjustments, but has anyone who needs glasses to read a computer screen actually tried it had have things work?
if so, i'll put in my order
as to room sizes - there are a lot of people who have to fit their PC in a bedroom, so there isnt much space around the desk. And then there are huge numbers of "shoebox" apartments, where you cram 2 bedrooms, 2 bathrooms, living, dining, kitchen & laundry into 800sq fteet of space.
"The truth is, I’ve never in my life had this kind of experience, and I mean that. I can't compare it to anything I've ever done before. Playing games on one monitor is fun. A bigger, higher-resolution screen is incrementally cooler. And gaming across multiple displays seems like the most immersive window into that world possible the first time you sit down in front of three screens. But none of that compares even remotely to being inside the game. "
Wouldn't it be more appropriate to compare this to 3d Vision? That would be closer to this then 3 monitors.
Are the controllers wifi? Why do those work so good.[/quotemsg]
The controllers communicate directly with the headset, so they are never more than an arms length from the reciever. The signal is then sent to the computer through USB3.0.
we don't actually know what kind of wireless signla it uses. The FCC information simply states Unknown RF signal.
The base stations have to be in oposing sides of the room, diagonally. They don't have to be in the corners of the room.Sorry, but by which math does the 16.5 feet diagonal allow for 15x15 space? Pitagora says that's 21.2 diagonal. 16.4 feet ugonal is a rough 11.5x11.5 square
For a maximum size setup, you'd want them on the sides, but not quite out to the edge.
The base stations also work a further distances, the recomended maximum is 16.5 feet.
Technically glasses are compatible but in reality if you have large frames, the sides will push against your head in an uncomfortable manor. I think Norman from Tested takes his off while some one else bought smaller frames specifically for VR. Of course there's contacts for you. I never advise Lasik, having had serious complications from it. But yes the headset has an adjustment which widens the clearance between eyes and screen to accommodate room for glasses but there is a penalty when doing that. The FOV is reduced even further, don't know how much. There is at least one company coming out with custom lenses which snap into the headset. I don't how the prescription thing would work and don't remember the name of the company mentioned.Same question here as for the Oculus - what about those of us who wear glasses? yes they say it "supports" adjustments, but has anyone who needs glasses to read a computer screen actually tried it had have things work?
if so, i'll put in my order