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Old 04-07-2016, 06:59 PM #113
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Default Re: Oculus Rift / Samsung Gear / VR in general?

I'm willing to bet what she has now is the Samsung Gear VR: Samsung Gear VR - The Official Samsung Galaxy Site

Probably paired with a Note 5, or other compatible phone.

What she got now, pretty much has to be an Oculus or Vive. I'm extremely eager to try both.


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Old 04-07-2016, 07:04 PM #114
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Default Re: Oculus Rift / Samsung Gear / VR in general?

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Originally Posted by Pman View Post
Watching something in 3d doesn't seem to bother me but this experience must be quite odd. I wonder if the queasiness stems from your body not actually feeling what it expects to feel such as movement when the eyes are telling the brain to compensate for it.
Well, that's exactly what motion sickness stems from.

In VR, the eyes and ears are telling you that you are moving. Except that the vestibular system, responsible for our sense of balance, also in our ears, is not detecting any movement.

There is also some queasiness if there is a disconnect based on where you think you're supposed to be, and where you are based on movement in VR. This is why both Oculus and Vive have a 90hz refresh rate.

Also just takes a bit of getting used to IMO. First time I put on the gear, I felt somewhat queasy. After a few uses, the feeling is now completely gone, and I can use the headset in comfort, basically until the battery runs out or it overheats. Eyes do feel tired after still.
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Old 04-07-2016, 07:28 PM #115
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Default Re: Oculus Rift / Samsung Gear / VR in general?

Guy I got the Vive today! It's freaking amazeballs! I've been playing The Lab for hours and just take short break now to eat, and will just keep playing right after again. Sorry for the short post, I'll try to post more soon.
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Old 04-07-2016, 07:44 PM #116
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Default Re: Oculus Rift / Samsung Gear / VR in general?



Awesome! I admit I'm rather jealous

Please post some pictures and impressions when you can.
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Old 04-07-2016, 08:57 PM #117
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Default Re: Oculus Rift / Samsung Gear / VR in general?

Mmm yes..
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Old 04-07-2016, 09:03 PM #118
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Default Re: Oculus Rift / Samsung Gear / VR in general?



Can't wait to find out just how bad of an artist I am in VR!
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Old 04-07-2016, 09:05 PM #119
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Default Re: Oculus Rift / Samsung Gear / VR in general?

I want IDLA laser shows to be able to work in VR.
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Old 04-07-2016, 09:35 PM #120
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Default Re: Oculus Rift / Samsung Gear / VR in general?

That is actually a very cool idea! Create the show in altogether in VR to preview it, without having to set everything up.
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Old 04-07-2016, 11:55 PM #121
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Default Re: Oculus Rift / Samsung Gear / VR in general?

I've played for about 10 hours now, and am physically exhausted. My feet hurt, but I don't want to stop, it is so much fun. So far I've only played The Lab, and tried a bit of Tilt Brush (as seen above), Modbox, Budget Cuts, and Virtual Desktop. I still have lot more stuff to try. I felt no motionlessness, however during the first two hours I felt some random dizziness very briefly - it just felt a bit 'off', but not feeling sick. I seem to have adjusted to it now and have not felt it any more since.
The headset felt heavier than I expected during the first time I put it on, but I soon forgot about it. The comfort is ok, but not great, mainly the face padding feels a bit rough and sometimes itchy. I hope to find some third party cover for it. The field of view does not quite cover the entire field of vision, if I look around the edges I can see darkness. But this is forgotten ones you are in a game. Same with the low resolution and screen door effect, which is there if you look for it. I only notice the lack of pixels when looking at stuff that is far away in the distance. Stuff which are up close look incredibly detailed and real, especially in some of the experiences in The Lab are absolutely incredible.

More on talk on The Lab, which is free, my favorite experiences are Slingshot, Longbow, and Xortex. Slingshot has some hilarious voice acting, awesome physics and amazing visual detail, and is tons of fun to play. Longbow has a cartoon look, and makes me like Legolas. The bow accuracy is amazing, and is so much fun to play over and over again. Xortex puts you in a small cylindrical room, and you hold a little toy space ship that shoots lasers. It is like Asteroids but in 3 dimensions. It is ridiculously fun, I feel like I'm 10 years old, and the visuals are absolutely incredible. I cannot put it into words, this has to be experienced. The rest of the lab experiences are also really cool, but these are my top 3. Also, the central hub is amazing, with so much stuff happening in the environment around you, and so many things to interact with. You forget that it's just virtual objects. I also have to mention that the tracked controllers have haptic feedback, so you actually feel the stuff that you touch to an incredible immersive effect.

Budget Cuts was just a short demo (also free), the full game will be released later this year, but holy shit it is the most immersive game I've ever played. I felt over and over again that if I fail, I will get shot to death, for real. Pure adrenaline. Just awesome.

Tilt Brush and Modbox are creative games, were you have to be an artist. I'm not sure if I got those skills, but I will put more time into these to see how that develops. I haven't put much time into these, the but immersion is amazing. Modbox feels HUGE, genuinely a real holodeck. The UI feel very intuitive on both games. And those laser beams that I made in Tilt Brush feels like real lasers. I was instinctively avoiding going into the beams, and feared of going blind when looking at them!

The only disappointment I had was with Virtual Desktop, and it not the app's fault. It's due the low resolution of the headset. Most of text is unreadable, and the only way around it is to make the virtual screen ridiculously huge, and it's just not how I like to use it. This is were VR needs to develop. In the games the resolution feels fine ones you start playing, and often even forget about it.


Below just a few pictures of the box:



How to trick customs:






Any questions; ask me anything.
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Old 04-08-2016, 03:51 PM #122
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Default Re: Oculus Rift / Samsung Gear / VR in general?

What is your PC setup to run it?

How much room did you set aside to use with it?

How did the shower curtain pole work out, is there a lot of vibration from the motors?

How did you get them to put on that sticker?

How would you compare it based on resolution only, compared to google glass/samsung gear vr?

Did you get tangled up with the cord much?
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Old 04-08-2016, 04:37 PM #123
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Default Re: Oculus Rift / Samsung Gear / VR in general?

GPU: Asus Strix GTX 970, not tried overclocking in VR yet.
CPU: i7 3770 (non K), 8GB ram

Room setup measured my play area as 3.3 x 2.1 meters. I wish it was 3 x 3 meters, but this works really well still. So far all the games have had enough space. Teleporting was easy to get used to, and the chaperone system give total confidence in the play area.

The shower pole works great. I ended up moving up the wood 50 centimeters meters the ceiling, and put the Lighthouse 25 centimeters meters from the ceiling. I can feel it vibrate if I put my fingers on the Lighthouse. It feels very similar to a hard drive, very subtle but noticeable. When doing the laser test I could not see the dot move.
They make sound, and you will hear them and if nothing else is making sounds in the room. My room fan (I need it for all the exercise I'm getting) overpowers the sounds.

I did nothing for the sticker, I'm guessing everyone gets it.

I've not tried Gear VR, but compared to my Samsung Galaxy S4, I say it looks much better. The perceived resolution depends a lot on what game you play. Some look close to real life with a fine texture over it (screen door), others look noticeably pixelated. VR games MUST have texture filtering to combat this.

I've never never gotten tangled up or stepped on the cable and snagged it when walking. Ive always have a sense of where the cable wants to go, and move accordingly without thinking. After a while the cable gets more twists to either right or left, and I've had to untwist it two times so far.
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Old 04-08-2016, 04:58 PM #124
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Default Re: Oculus Rift / Samsung Gear / VR in general?

Quote:
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I've never never gotten tangled up or stepped on the cable and snagged it when walking. Ive always have a sense of where the cable wants to go, and move accordingly without thinking. After a while the cable gets more twists to either right or left, and I've had to untwist it two times so far.
On that last point did you ever feel like you were risking pulling things down by accident?

I'm a bit paranoid that if I get lost in a fast paced game with motion I could turn or twist quickly and end up doing some expensive damage.

Any big glitches, or performance issues? I'm definitely going to wait for Pascal to drop before upgrading, but I'm uncertain whether I'll opt for a gtx980, or spend a lot more for a gtx1080, which likely to have some more longevity to it.

How has the experience been in more passive options? It sounds like you're mostly using it actually standing up, but I'm curious how it's been if you've done much stuff sitting in a swivel chair.

And thanks for bearing with me and the crapload of questions
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Old 04-08-2016, 05:20 PM #125
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Default Re: Oculus Rift / Samsung Gear / VR in general?

When playing Budget Cuts, I was out of weapons, and a killing robot with a gun ran toward me. I did not think of running through the virtual wall, so I ran into a desk with my hip. The immersion made me fear for my actual life and forgot about the limits of my room, even with the very obvious chaperone system warning me. No real harm was done, but it is something that I have to get used to more.

Sometimes if I get near the corners of my room, and near the floor, the controllers loose tracking and float around my hands until I back off a bit.
I rarely get lost frames, but when I do it is very noticeable. This mostly happens when loading, so I'm think that my CPU might not be good enough. It is slightly below the minimum system specs.

I have not done any seated stuff, except for Virtual Desktop. Everything else have been either room scale or standing. I'd never want to use a gamepad for VR, the tracked controls just sells the experiences. Also a fun note; When I feel my feet get tired, I can just sit on the floor an keep playing. It just give a new perspective on things. It feel like being a child again.
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Old 04-08-2016, 05:37 PM #126
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Default Re: Oculus Rift / Samsung Gear / VR in general?

Interesting, the i7 3770 is certainly not a lightweight processor, and while the i5 4590 has a higher single core performance, it's not that much higher. Are you using an SSD? I've been amazed by how much load times are cut down having upgraded everything I own to use SSDs.

It's a bit disappointing to have my lack of resolution concern confirmed. One potential use for VR that I personally see for myself, is work, and having a VR office. That would require having an in VR screen resolution of at least 720p or so. (Preferably 1080p or higher of course. I find using two monitors to be most convenient.) Of course in VR, it should also be feasible to have a very wide single monitor which would be fantastic for work with excel.

You mentioned you're using a fan... any issues with sweat/lenses fogging? It would be rather interesting to have a virtual trainer for example. I already have an exercise bike in my livingroom. Of course using it, I have to use a fan, and I sweat literal buckets.

Going to measure out the room I have to work with tonight
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Old 04-08-2016, 05:47 PM #127
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Default Re: Oculus Rift / Samsung Gear / VR in general?

I have a Samsung SSD on a 6GB/s sata port, so I think that should be good. I agree that my CPU is not lightweight, and it sucks that I may have to upgrade it (that means the whole PC, so might as well sell it and make new rig). I'll try to find out more..

No fogging, but I can feel the sweat building up around the face padding, so I like to take break after en hour or so to vipe it clean. I'm not in the greatest shape, but I don't mind this at all, as it does not feel like exercise (but it totally is, oh yes). It is just pure enjoyment in VR.
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Last edited by FireMyLaser; 04-08-2016 at 05:48 PM.
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Old 04-08-2016, 06:13 PM #128
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Default Re: Oculus Rift / Samsung Gear / VR in general?

Well, one of the big issues with VR, is the technology/software is not at all optimized, and customizable yet. I am personally very confident that moving forward we will see growth in the performance options, allowing users the ability to play more with the quality of their experience, in return for added performance. Or upping the quality for more static experiences.

Already HTC is testing the introduction of having the resolution drop to compensate if the refresh rate is dropping in a busy experience.

I was quite happy to trade off view distance for FPS when GTA for example, but also upped it to just take a look around from some high spots.

Edit: As far as exercise is concerned, it would be very very cool to have equipment that can be synced to VR, even if all it does is increase and decrease the speed of a fan, and resistance to pedals.

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