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Old 05-07-2016, 05:09 AM #145
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Default Re: Oculus Rift/HTC Vive / VR in general?

With Nvidia releasing the gtx1080 while demoing it with Vive... Just ordered a Vive. Buying a gtx1080 as soon as they hit the shelf. I'm sold on this. Hello VR.


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Old 05-07-2016, 07:45 PM #146
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Default Re: Oculus Rift/HTC Vive / VR in general?

Might be a good idea to wait for the high bandwidth memory cards, as well as AMD's Polaris cards. Though, the GTX 1070 and 1080 looks really impressive already.
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Old 05-07-2016, 09:56 PM #147
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Default Re: Oculus Rift/HTC Vive / VR in general?

my desk top is running a AMD FX 8-Core Black Edition FX-8350 with Wraith cooler (FD8350FRHKHBX) with a GeForce GTX 970 32 gigs of ram and I am happy with the performance. i just wish that some of the advancements cross over to desktop vs mobile. I did not build my pc My older brother keeps updating it all the time I wish I had the money that he spends on building pcs. This is the 9 update to my home pc in two years. He sold sixteen custom pc's in the last six months
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Old 05-07-2016, 10:30 PM #148
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Default Re: Oculus Rift/HTC Vive / VR in general?

Quote:
Originally Posted by FireMyLaser View Post
Might be a good idea to wait for the high bandwidth memory cards, as well as AMD's Polaris cards. Though, the GTX 1070 and 1080 looks really impressive already.
Why wait? I've already waited for it to come out. Not like I can't resell for near sticker price and get the 1080 ti when it rolls out.
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Old 05-07-2016, 11:09 PM #149
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Default Re: Oculus Rift/HTC Vive / VR in general?

I just offer the suggestion. I'm not telling you to. The benefit of waiting is so you can compare.
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Old 05-08-2016, 06:20 AM #150
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Default Re: Oculus Rift/HTC Vive / VR in general?

Ah yes I see what your getting at. My only issue is that I'm currently on a 960 (for my 4k tv)which by testing through steam says its capable of VR but not max settings. Although in the past I haven't been one to jump on new tech as soon as it comes out, with nvidia stating faster than 980 in sli for VR its hard not to. I will defiantly get a HBM2 when the hit as it is a brand new technology compared to a supped up existing tech.

I don't even play games really but I'm expecting a whole new experience of full immersion with Vive that will open up to things only talked about in SciFi.

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Old 05-09-2016, 06:00 PM #151
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Default Re: Oculus Rift/HTC Vive / VR in general?



Quote:
The top end card, the GTX 1080, debuts on May 27 for $599, while the next card down, the GTX 1070, which is still more powerful than the $1000+ Titan X, has a suggested price of $379.
I'm very glad I held off on grabbing a 980 for $530 last week

Edit: I am probably going to have to upgrade my PSU... but that's a small investment compared to the performance gain.

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Old 05-11-2016, 06:37 PM #152
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Default Re: Oculus Rift/HTC Vive / VR in general?

More good news: Android VR Rumored for Google I/O 2016 as Standalone Headset | Androidheadlines.com

So it seems we we can look forward to another mid range VR device in the not too far off future.

So now we have dedicated devices coming or here from;
  • HTC
  • Oculus
  • Samsung
  • LG
  • Google (Likely Huawei)
  • Mircosoft
And at least 3 more other small companies


Now if only there was some progress in introducing true tactile feedback somehow.

Edit: http://www.engadget.com/2016/05/11/m...gear-vr-users/ - Another interesting article. I'm pretty surprised that it took this long to reach a million users.

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Old 05-11-2016, 07:08 PM #153
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Default Re: Oculus Rift/HTC Vive / VR in general?

Having owned the Vive for a month now, I wish to stress that people should be excited for 4K resolution per eye, or better. I use the VR every day, and its amazing, but now I always wish that the resolution was better.
It is the biggest distraction from the immersion, and easily would be the biggest improvement currently. The current 1200X1080 per eye certainly gets the job done, but I would never want anything less.
I would also never want to be without room scale and hand tracking. There really should be feet tracking too. I've tried so many times to kick things and just be disappointed when it obviously doesn't work.
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Old 05-11-2016, 07:48 PM #154
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Default Re: Oculus Rift/HTC Vive / VR in general?

Resolution is also my biggest pet peeve with the gear vr. 4k would be a huge improvement, but it's probably going to take 3rd generation VR to get there. Even the GTX 1080, would not be enough to drive two 4k monitors at 90hz.

Edit: I'm still VERY torn on the subject of room scale VR. The problem is, I don't really have the room. Nor do most people. Would absolutely love to try tiltbrush.

Made an appointment to see an oculus rift demo this sunday... not sure I will be able to keep it, but looking forward to it.

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Old 05-11-2016, 09:30 PM #155
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Default Re: Oculus Rift/HTC Vive / VR in general?

Both Rift and Vive use pentile displays, which means that they only have two sub-pixels per pixel. This mean 33% less fidelity compared to a full RGB sub-pixel display. If second gen can be approx 2K per eye with full RGB, then it might be a significant improvement, and I feel pretty sure that the coming HBM cards can drive that easily. That's what I'm hoping for anyway. Maybe it even can be retrofitted to the first gen like an upgrade (probably not). But with foveated rendering, even 4k wont be that hard to drive.

90hz looks really good by the way. The displays are globally refreshed, so it's like included G-sync/FreeSync (no screen tearing). A higher fps would just be a bonus, but honestly I don't think it is needed right now.
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Old 05-11-2016, 09:59 PM #156
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Default Re: Oculus Rift/HTC Vive / VR in general?

Foveated rendering sounds good in theory, but I'm very skeptical that it can work well without pupil tracking. Highly unlikely that we'll see that anytime soon, but eye tracking could go a very long way to removing the need for higher and higher resolution, by making use of our own saccadic masking.
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Old 05-11-2016, 10:16 PM #157
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Default Re: Oculus Rift/HTC Vive / VR in general?

Anyone else think that VR headsets will become a standard?

For example, how headphones manipulate your ear's hearing and make it feel like you're actually listening to someone talking, the same thing could be done with VR manipulating your vision in replacement of screens.

If you think about it, there's a lot in common between headphones and VR - both are replacements for speaker systems and monitors/screens, and both make whatever you're inducing on yourself private as apposed to people being able to look/hear what you're looking at/hearing. It's not much more than sticking a couple lenses in front of massively compact and speedy screens, but what will have a lot of trouble adapting is the programming and coding for VR. A standardized engine will have to be created to carry out simple tasks like text, instead of generating a static image, angles will have to be generated upon it depending on how/where the user is looking.

A ton of potential with VR, I'm going to wait a few years until there's a lot of practical use before buying one, I wouldn't buy it strictly for gaming unless prices fell. Maybe I'll start with something like google cardboard for now. Never used VR yet.
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Old 05-11-2016, 10:51 PM #158
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Default Re: Oculus Rift/HTC Vive / VR in general?

I don't think that VR will replace flat screens, but it is a whole new medium to experience things. Many of you here might think that I'm crazy, but VR is life changing. Experience true VR (NOT cardboard!) for yourself and you will see why.
I am absolutely sure that VR will become a common, well established thing in the coming years, reaching well beyond gaming. Right now we are just figuring it out, but it has already proven it's potential.
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Old 05-12-2016, 03:57 AM #159
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Default Re: Oculus Rift/HTC Vive / VR in general?

Just as headphones have not supplanted speakers, neither will VR headsets replace monitors. What is being done in developing VR, will push forward monitor technology drastically too though. In the near future, aside from content continuing to scale up in resolution, displays following along to grow both giant and small, we'll begin to see other changes develop. For example, even now while 4k is still basically new, we're already seeing development of UHD standard, and even 8k is already on the table.

On top of that, we're also likely to see developments in glasses free 3d, and far better in tv enhancement of the image to both a higher resolution, and 3d, from native, lower resolution content

All this technology is interdependent though, and in it's infancy. No different as I see it, from where we were with smartphones. Blackberry, the first good (yes there was the palm, and some others, but they were never widely adopted) smartphone came about to the consumer market more or less in about 2005, and hit a peak in again, imo, around 2009. The very first models were in use around 2000 already though, which is where we're at now with VR. Now, less than 20 years later, phones are less phones, and more portable computers.

In terms of practical applications, there is really no end to them. Already we have doctors performing surgery remotely, and with VR these application will take a huge leap forward (there are surgeries you can watch in 3d already too!). Any application for remote access and control becomes far more manageable.

In construction, and planning, AR would help immensely. How often have you driven by to see a guy painstakingly measuring things out with a tripod setup, a rangefinder, clipboard? Hour long surveying jobs could be done in minutes. AR would also help in long range interactions, and where we now have video conferences, in the really not far off future we will have VR conferences, where donning a headset will allow you to see a person sitting in your office, and for them to see you in their livingroom.

Entertainment and therapy options abound too. People who have common fears, and anxieties could expose themselves in completely controlled environments.

On a more basic scale, I'm looking forward to a not at all far off point where I'll be able to have a virtual office, while at the office, with completely privacy when I choose it, and still the ability to directly interact with colleagues when needed.

Art will also absolutely take off as 3d printing and 3d designs merge together. Really really endless possibilities.

A breakthrough that's needed to push the envelope even further is some form of tactile feedback, and feedback for our other senses...

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Default Re: Oculus Rift/HTC Vive / VR in general?

EVGA GeForce GTX 980 Ti FTW 6GB Video Card w/ ACX 2.0 Cooling 06G-P4-4996-KR - Micro Center

Prices are dropping!

Really need to see the benchmarks for the 1070 before moving forward though, and the 1080 is probably going to be ~$600, so still holding off, but my clicker finger is itching.
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