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Old 07-17-2016, 11:07 PM #225
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Default Re: Oculus Rift/HTC Vive / VR in general?

Yup, figured that out as cardboard is the only way to watch stuff or you can't focus. I can watch stuff in 2060 or whatever the highest option I can get is but it seems to be the main issue with this level at least. Resolution needs to be way higher.


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Old 07-17-2016, 11:22 PM #226
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Default Re: Oculus Rift/HTC Vive / VR in general?

It should come with a QR code which loads the specific optical profile of your VR case and phone. Without the correct profile, things will look distorted, feel cross-eyed.
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Old 07-18-2016, 02:56 PM #227
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Default Re: Oculus Rift/HTC Vive / VR in general?

Definitely use headphones... otherwise the sound from the phone speakers tends to be very crappy.

Don't expect much... cardboard is basically just an intro into what's possible.

If you have contacts, they would be better to wear for VR, vs glasses.

Edit: Bought 1kw modular psu, extreme overkill, but I'm probably going to use it in future builds too. Now I'm just waiting for 1080's and 1070's to actually be in stock. Pretty much set on getting the htc vive, since there's no telling when exactly or for how much oculus is going to release or charge for their controllers. Plus I really don't like oculus business practices so far.

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Old 07-18-2016, 04:09 PM #228
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Default Re: Oculus Rift/HTC Vive / VR in general?

I heard rumor that HTC will ship an updated version of Vive gen 1, with better head straps this winter, but that all I've heard.
But sure if is worth waiting for though, as the head straps are already removable and can be replaced as third party manufactures come with their solutions.
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Old 07-18-2016, 04:23 PM #229
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Default Re: Oculus Rift/HTC Vive / VR in general?

I'm not overly concerned about head-straps. What would make me hold off, would be news of a wireless model, or one with higher resolution. My next two purchases will be a 4k tv as monitor, and either the 1070 or 1080. I'm leaning toward the 1080 for 4k gaming, but not 100% set.
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Old 07-18-2016, 04:29 PM #230
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Default Re: Oculus Rift/HTC Vive / VR in general?

I don't think we will see wireless for quite some time unfortunately. It is clear that the focus for now will be higher resolution. Currently, the Vive and Rift are pushing the limit of what an HDMI cable can carry already.
One possible solution might be compressed video, but it needs to be done extremely quickly. It will probably happen eventually.

It would be interesting if HTC/Oculus/anyone else decided to split the production line and create two types of headsets. One that is the current resolution, but is wireless, and the other line is higher resolution and tethered.
Since having both at the same time is unlikely (for now), this will give people options and ability to choose what is best for them. Or maybe have the head set do both, but somehow scale down the resolution when it is not tethered.
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Old 07-18-2016, 04:49 PM #231
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Default Re: Oculus Rift/HTC Vive / VR in general?

I would bet on second half of 2018 for wireless vr actually, and possibly a combination of both resolution and wireless upgrade. Wireless can already be done in a controlled setting.

The biggest advantage is of course not tripping over cables, but the second major factor would be the ability to have the PC in a different room. For example for myself, I will have no choice but to move my PC to my livingroom, from my bedroom.

As I see it (and could be very wrong) streaming to vive/oculus would be about the same as two 4k 60hz streams. That is something my router has no trouble supporting and it's a 2014 model. (https://www.amazon.com/gp/product/B0...?ie=UTF8&psc=1).

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Old 07-18-2016, 04:52 PM #232
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Default Re: Oculus Rift/HTC Vive / VR in general?

Steaming video is not an issue per se, but real-time rendering and post processioning with low latency is. The timing get especially tight at these high frame rates too.
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Old 07-18-2016, 05:18 PM #233
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Default Re: Oculus Rift/HTC Vive / VR in general?

Good point, but still I don't think it's an insurmountable challenge. Resolution, and fov will be bigger challenges, with tactile feedback the holy grail.
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Old 07-18-2016, 05:34 PM #234
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Default Re: Oculus Rift/HTC Vive / VR in general?

I really want some way to physically walk forever in place, but there is nothing out there that is practical yet. And even if that is possible, there also needs to be some way to sense that you are moving in space, to trick the body tactility like that.. I just have no idea how... The more I think on these problems, the conclusion I get is that we need to directly wire into the brain like the Matrix. There is no other way. (?)
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Old 07-18-2016, 06:07 PM #235
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Default Re: Oculus Rift/HTC Vive / VR in general?

Well, low friction surface, with a surrounding ring to restrict actual movement seems to be the frontrunner right now. Or a suit with haptic, and electric feedback, and suspension in a liquid, to allow full 360 degree movement. It still wouldn't mimic actual tactile feedback or natural movement.

A true neural interface would have some amazing applications, enhanced recall, manipulation of perceived time (to speed up or slow thinking), and ability to learn skills at a near instant rate. The ability to exercise the body while having an altogether unrelated experience.

At the point where that becomes possible we may no longer want to deal with physical bodies at all though, except as temporary storage.

I am really hoping there is some drastic breakthrough with a neural interface in the next 20 years. Would make old age far more interesting.
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Old 07-18-2016, 06:29 PM #236
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Default Re: Oculus Rift/HTC Vive / VR in general?

This makes VR so exciting. Neural interfaces has for most people only been a concept of science fiction, but VR is now making the push of that technology seem relevant. VR is amazing already today, but people will be wanting it to get better.
I predict that computer-to-brain interface will be the natural evolution of VR, and be the endgame. I'm just not sure if I will be alive then.
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Old 07-18-2016, 06:51 PM #237
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Default Re: Oculus Rift/HTC Vive / VR in general?

I think we're likely to see some kind of neural interfaces by 2030, and far more advanced versions by 2050. The problem so far (as I understand it) has been our extreme lack of understanding, and ability to model the human brain down to the level of neurons, and even atoms. The technology to do that, in terms of imaging, and processing power is coming along though, and I think once a functional virtual brain exists, progress will be much faster. Currently scientists are basically just applying electric current, here or there, either literally on the scalp, or with implanted electrodes, and are observing the results. A very mess and inconsistent process given differences from person to person (or rat to rat).
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Old 07-18-2016, 07:02 PM #238
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Default Re: Oculus Rift/HTC Vive / VR in general?

This thread is pretty long and I'm not sure if I or anyone else have posted this yet, but a lot of these interesting concepts are highlighted in this video very well.
Worth rewatching anyway perhaps:
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Old 07-19-2016, 03:22 PM #239
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Default Re: Oculus Rift/HTC Vive / VR in general?

Watched it last night... one blue pills please.

I'm actually surprised by where we are with CBIs, we're a bit further along, and that's awesome

There's one thing he didn't really touch upon which is quantum computing... that has the potential to eliminate physical limitations on processing.

Last edited by InfinitusEquitas; 07-19-2016 at 03:30 PM.
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Old 07-20-2016, 07:29 PM #240
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Default Re: Oculus Rift/HTC Vive / VR in general?

Progress is definitely being made. http://www.nytimes.com/2016/07/21/sc...brain-map.html

On another front, trying to actually buy a gtx 1080 is proving to be far more challenging than I expected. Pretty much all good, non founder's edition cards are continuously out of stock.

Top choice: EVGA GeForce GTX 1080 DirectX 12 08G-P4-6286-KR 8GB 256-Bit GDDR5X PCI Express 3.0 HDCP Ready SLI Support FTW GAMING ACX 3.0 Graphics Card - Newegg.com

Second choice: MSI GeForce GTX 1080 DirectX 12 GTX 1080 GAMING Z 8G 8GB 256-Bit GDDR5X PCI Express 3.0 x16 HDCP Ready SLI Support ATX Video Card - Newegg.com
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