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Old 05-12-2016, 07:35 PM #161
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Default Re: Oculus Rift/HTC Vive / VR in general?

The first benchmarks may just be a week away, so do wait. The supposed performance of the 1070/1080 look very good for VR, but no one yet knows how it will preform in traditional games.

Also, AMD seems overly ambitious. It will be very interesting to compare Polaris with Pascal.


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Old 05-12-2016, 08:03 PM #162
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Default Re: Oculus Rift/HTC Vive / VR in general?

There is no way in hell AMD will release anything that come close to those specs.

Would love to be proven wrong, but those numbers are just crazy. Maybe in 2-3 generations, but not yet.
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Old 05-12-2016, 08:05 PM #163
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Default Re: Oculus Rift/HTC Vive / VR in general?

The picture lacks some context, but I think they mean it's what they wish to achieve.
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Old 05-12-2016, 08:07 PM #164
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Default Re: Oculus Rift/HTC Vive / VR in general?

That would make more sense, but there is still no way those are realistic numbers to shoot for with Pascal and a 2016 release, not for anything consumer grade.
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Old 05-13-2016, 05:48 PM #165
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Default Re: Oculus Rift/HTC Vive / VR in general?

Amd for the most part is about affordability versus Intels speed. The one thing that Amd has over Intel is that their processors tend to be smaller. The amd Gforce cards paired with a multi core processor/gpu makes up for the lack of speed that Intel has. I am running a 8 core processor with a 4 core gpu on it. Now pair that with the amd video card and you get some crazy numbers. Its even possible to bridge the gpu and the video card together or add another video card and pair the three and you do get some crazy specs
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Old 05-13-2016, 07:30 PM #166
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Default Re: Oculus Rift/HTC Vive / VR in general?

AMD's cards are cheaper yes, but the tradeoff is not worth it imo. Mostly that's based on awful experiences with their drivers. Granted that was over 10 years ago now.
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Old 05-13-2016, 08:19 PM #167
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Default Re: Oculus Rift/HTC Vive / VR in general?

You only hurt yourself if you are not agnostic when choosing GPU from either AMD or Nvidia. Because in truth they both are very closely matched (current gen anyway), and it may just just come down to your budget vs performance, vs your current PSU capacity. Don't limit your choice to just team red or team green.
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Old 05-13-2016, 08:27 PM #168
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Default Re: Oculus Rift/HTC Vive / VR in general?

I'm not limiting myself exactly, but I do have a preference based on prior experiences.

Where my next GPU is concerned I would like to not go over $500, but could push it to $600. PSU is not an issue.

Choice will come down strictly to performance, and for the moment at least based on latest information the 1070 is probably the best option in terms of performance to budget.
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Old 05-16-2016, 06:50 PM #169
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Default Re: Oculus Rift/HTC Vive / VR in general?

What we expect at Google I/O 2016: Android VR, Android N, Chrome OS, and more | 9to5Google

The most interesting bit to me there is, Project Tango. A way to actually map surroundings into 3d, would mean a whole new level of interactivity, especially when combined with 360/180 video.

Plus it would be a natural evolution of Vive's chaperone system... FireMyLaser you could sit down on your couch, completely in VR!

Just a few more days for the conference, and less than 2 months before we can actually start buying new GPUs.

As an added bonus, it seems the 1070 will be the same as the 1080, but a lower grade chip, and while it will have the same amount of ram 8gb, some of that RAM is likeley to be slow. So offs are good, that as with the 970, the 1070 will delivery ~80-90% of the performance of a 1080, and possibly the same, overclocked, but at ~30% lower price.
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Old 05-16-2016, 07:29 PM #170
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Default Re: Oculus Rift/HTC Vive / VR in general?

How does Project Tango work? It uses the Vive pass through camera? It seems interesting.
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Old 05-16-2016, 07:37 PM #171
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Default Re: Oculus Rift/HTC Vive / VR in general?

Project tango is not in any way related directly to HTC or Oculus at the moment. HTC's chaperone, and virtual space just seem to be the most direct immediate application.

The way it's supposed to work, is with tango enabled devices, phones, and tablets, once it hits consumer level, which you can use to "scan" your environment, and have it mapped as a 3d environment.

From there, the 3d mapping can be used for both AR and VR purposes.

It's similar to what you have to do with the Vive, mapping out a space to use VR, except it will probably be camera based, and allow for a higher resolution.

Edit, here's a video on it: https://www.youtube.com/watch?v=k43xJs3Roqg

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Old 05-16-2016, 08:44 PM #172
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Default Re: Oculus Rift/HTC Vive / VR in general?

It looks very cool
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Old 05-17-2016, 01:30 PM #173
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Default Re: Oculus Rift/HTC Vive / VR in general?

GTX 1080 review - looks damn good.


I would upgrade if I had something significantly less powerful than GTX 970, which does VR fine for now. I'll wait for AMD's cards, or possibly even for Nvidia's HBM cards.
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Old 05-17-2016, 03:53 PM #174
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Default Re: Oculus Rift/HTC Vive / VR in general?

Those benchmarks look great

SLI 980's hold their own, but it's certainly close. Also love that peak consumption was 252W.

Going to wait for the 1070. The 1080 seems to be at literally double the performance of a 970. I'm hoping the 1070 will give 80% performance for the 1080, for ~30-40% lower price.

Fully expect the 1060 to also be adequate for current generation VR too, and at ~$200, as well as not requiring an upgrade to PSU for most, possibly even those running stock towers with 300W PSUs.

Very very excited to see what google has up it's sleeve tomorrow. A standalone VR headset, superior to the gear vr, but below the rift/vive would definitely make things interesting.

Edit: Based on reading a bunch of articles, the 980Ti, is probably the best option for traditional gaming, as the price is likely to fall below that of the 1070.

For VR though, there is absolutely no contest, any pascal card, possibly even 1060, will likely produce superior results. Since there are still delays on shipping from both Oculus and HTC, there's no rush.

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Old 05-18-2016, 05:59 PM #175
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Default Re: Oculus Rift/HTC Vive / VR in general?

Gesture recognition could bring touch-free controls to cheap VR headsets | The Verge

It's safe bet that in not far off versions of VR, controllers won't be needed at all, though could still work to provide haptic feedback.
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Old 05-18-2016, 06:42 PM #176
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Default Re: Oculus Rift/HTC Vive / VR in general?

Leap Motion is already a product that you can add on to Oculus, as I think soon to Vive as well.



I think gesture controls might be best for 3D modeling and other creative work. Controllers might still be best for games, especially where you have to wield some kind of weapon or tool. I'm very exited to see where it will go.
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