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Old 05-18-2016, 07:52 PM #177
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Default Re: Oculus Rift/HTC Vive / VR in general?

There's no reason that controllers need to be complicated at all though. I'd much rather use an empty toy/bb gun scanned into a vr environment for example, and it would be great if all you needed to do that, was scan the object in question. Maybe put a couple of refractive stickers on it, so it's easier to track.


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Old 05-18-2016, 07:55 PM #178
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Default Re: Oculus Rift/HTC Vive / VR in general?

The problem is that it always has to be in your field of vision to work. Realistically you don't always look a the gun you're using.

Here is an attempt top make a Vive game (The Lab) work on Oculus with Leap motion:
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Old 05-18-2016, 08:03 PM #179
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Default Re: Oculus Rift/HTC Vive / VR in general?

I can't watch the videos until I get home from work

With both oculus and vive, you do have the sensors already though, and a sensor does not to be just on your vr headset, with controller kept in view of it.

That will probably be the case, if the technology is used with a Gear VR kind of of setup, where the phone/headset camera is the only sensor.
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Old 05-19-2016, 06:14 AM #180
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Default Re: Oculus Rift/HTC Vive / VR in general?

My Vive is coming on Friday(All be it Fedex). Ordered it on the 6th didn't expect it until next month. I'm super excited except that I only have a GTX960. I'm going to spend one night with it then take it over to my friends house who has a 970 to play with it. The release of the 1080 puts me at a little over a week before I can crank everything to high.
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Old 05-19-2016, 06:20 AM #181
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Default Re: Oculus Rift/HTC Vive / VR in general?

Congratulations, binarycode. I'm sure you are very excited.
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Old 05-19-2016, 06:41 AM #182
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Default Re: Oculus Rift/HTC Vive / VR in general?

Congrats on the vive! What software do you plan to try? I suggest these which I've tried:
Do these first:
-The VR tutorial (it should start automatically after you finish room setup)
-The blu - whale encounter (or the rest too)
-Tilt brush - try writing your name and test all the brushes
-The Lab - Robot repair, Longbow, Slingshot, Xortex (do the other experiments too if you like)

Then any of these:
-Irrational Exuberance: Prologue
-Audio shield
-job simulator
-fantastic contraption
-Blarp!
-Holoball
-Holopoint
-The Brookhaven experiment demo (scary!)

These are more advanced to a beginner and/or may cause motion sickness:
-Vertigo demo
-The cubicle
-Budget cuts demo (highly recommend this!)
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Old 05-19-2016, 03:21 PM #183
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Default Re: Oculus Rift/HTC Vive / VR in general?

Nice to see another person into VR

When did you order your BinaryCode?

The GTX1080 will definitely be king of the hill for at least half a year, possibly longer, but I'm not so sure it's worth it. The 1070 will likely give 80% of the same performance, and just as good for current generation VR. May not be the case for next gen VR, but by then we'll be close to the next series anyway.

Were you able to run the Vive at all on the 960?

@Firemylaser - Brookhaven is the one I REALLY want to try after seeing how people reacted to it
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Old 05-19-2016, 07:21 PM #184
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Default Re: Oculus Rift/HTC Vive / VR in general?

Quote:
Originally Posted by InfinitusEquitas View Post
Brookhaven is the one I REALLY want to try after seeing how people reacted to it
Yeah, freak outs like this are the best
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Old 05-27-2016, 05:21 PM #185
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Default Re: Oculus Rift/HTC Vive / VR in general?



So it seems the GTX 1070 will provide at least 75% the performance of a 1080, but for under $450 (in the US) and will beat out everything but the GTX 1080 in terms of VR applications.

The 1080 will still be top dog for a while due to the newer ram if nothing else, but 1070 with an upgrade to 1080ti eventually, will probably be my own upgrade route.

Love how power efficient these cards are. I'm probably not even going to have to upgrade my stock, crappy, 400W PSU.
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Old 05-27-2016, 06:56 PM #186
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Default Re: Oculus Rift/HTC Vive / VR in general?

I have not seen any benchmarks on 1070 yet.. I'm guessing it is the exact same die as 1080, but with some manufacturing flaw, so it is gimped.
That would explain why the 1080 cards ship first, so they can build up stock for the gimped version. /speculation
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Old 05-27-2016, 07:18 PM #187
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Default Re: Oculus Rift/HTC Vive / VR in general?

I suspect so too, that and the difference in the RAM, gddr5 vs gddr5x.

I'm sure we'll have actual use benchmarks in under a month, but here's the leak;

NVIDIA GeForce GTX 1070 3DMark Firestrike Benchmark Results Leaked - Comparable To Titan X, Much Faster Than GTX 970
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Old 05-27-2016, 08:54 PM #188
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Default Re: Oculus Rift/HTC Vive / VR in general?

I guess it makes sense to have smaller memory specs when the die is gimped, so it makes it very good for a smaller budget. It seem that VR is its best application.
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Old 05-27-2016, 09:26 PM #189
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Default Re: Oculus Rift/HTC Vive / VR in general?

Yup, unfortunately even the 1080 is not up to running a 4k monitor at good framerates on it's own, and certainly not for a multimonitor setup. Will have to wait for the 1080ti for that.

Meanwhile the 1070 is likely to be more than good enough for any lower resolution gaming, and media, and VR.
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Old 05-28-2016, 02:25 PM #190
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Default Re: Oculus Rift/HTC Vive / VR in general?

If you want a great value graphics card for VR I suggest waiting for the AMD Polaris cards likely being released within a month or two. Everything points to a card that is cheaper than 1070, likely $300 or less, but still competes with GTX 980 and the AMD Fury line performance-wise, at least more than enough for VR.

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Old 05-28-2016, 04:03 PM #191
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Default Re: Oculus Rift/HTC Vive / VR in general?

I'm in no rush, both vive and oculus are sold out until July, so the only reason I'd jump on a card now, would be a deal too good to pass up. Seriously sceptical that Polaris can deliver, but we'll see once they're out.

Last edited by InfinitusEquitas; 05-30-2016 at 01:10 AM.
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Old 05-29-2016, 11:29 PM #192
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Default Re: Oculus Rift/HTC Vive / VR in general?

GTX 1070 review:
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