ps4 VR is rumored to be priced at $99 (or 1000 oreos)squibbfire wrote:ps4 VR is rumored to be priced at 1000.
sony fail...
sony win...
see what I did there?
ps4 VR is rumored to be priced at $99 (or 1000 oreos)squibbfire wrote:ps4 VR is rumored to be priced at 1000.
sony fail...
And this is the central debate isn't it that influences everything from panel size to lens design? You can somewhat separate the "gamers" from the "VR guys" with this question alone. Gamers like optical density (expressed clumsily as resolution) for fidelity. VR enthusiasts want FOV for immersion. Compromise is inevitable with the result that really nobody is satisfied.GeraldT wrote:if you put the same res to a lower FOV you have a better picture.
So we still have to wait and see where the sweetspot for consumer VR lies - maybe most people prefer better picture quality over a higher fov. Or maybe it is just easier to sell to people if the lower FOV makes it appear nicer in the first place.
Has anyone from Oculus managed to blag a go in the Sony?brantlew wrote:And this is the central debate isn't it that influences everything from panel size to lens design? You can somewhat separate the "gamers" from the "VR guys" with this question alone. Gamers like optical density (expressed clumsily as resolution) for fidelity. VR enthusiasts want FOV for immersion. Compromise is inevitable with the result that really nobody is satisfied.
I'd argue that optical density increases immersion. I find a blurrier experience much more immersion breaking than a narrow FoV.brantlew wrote:And this is the central debate isn't it that influences everything from panel size to lens design? You can somewhat separate the "gamers" from the "VR guys" with this question alone. Gamers like optical density (expressed clumsily as resolution) for fidelity. VR enthusiasts want FOV for immersion. Compromise is inevitable with the result that really nobody is satisfied.GeraldT wrote:if you put the same res to a lower FOV you have a better picture.
So we still have to wait and see where the sweetspot for consumer VR lies - maybe most people prefer better picture quality over a higher fov. Or maybe it is just easier to sell to people if the lower FOV makes it appear nicer in the first place.
My counter-argument is always something to the effect that very few people have had the opportunity to experience FOV's beyond 100. We all have direct experience to draw upon with respect to optical density. But when people say they would prefer double the optical density versus double the fov, they are making an uninformed statement. How can you make a judgement like that if you have never experienced it? How can you know that the gain in presence due to fov would not be greater the loss of presence due to resolution. In fact, that's the very principle that the Rift was built on. Nobody predicted how qualitatively different the experience was at 90 over 45. Why should we assume that it stops at 90?Mystify wrote:I'd argue that optical density increases immersion. I find a blurrier experience much more immersion breaking than a narrow FoV.
Exactly one should see the both in action side by side then can make decision in which direction to be selected. I think the present choice of FOV of Oculus is great Mix. what we require is of course little push up in resolution so that screen-door can be mitigated. i think that's the last stone to be turned. here i would like to congratulate team oculus on some tremendous step-ups \brantlew wrote:My counter-argument is always something to the effect that very few people have had the opportunity to experience FOV's beyond 100. We all have direct experience to draw upon with respect to optical density. But when people say they would prefer double the optical density versus double the fov, they are making an uninformed statement. How can you make a judgement like that if you have never experienced it? How can you know that the gain in presence due to fov would not be greater the loss of presence due to resolution. In fact, that's the very principle that the Rift was built on. Nobody predicted how qualitatively different the experience was at 90 over 45. Why should we assume that it stops at 90?Mystify wrote:I'd argue that optical density increases immersion. I find a blurrier experience much more immersion breaking than a narrow FoV.
quoting http://www.leepvr.com/sid1992.php (annotation: when FOV>80° there is no stereo window)brantlew wrote:... Nobody predicted how qualitatively different the experience was at 90 over 45. Why should we assume that it stops at 90?
Just a question of time until someone figures out the optimal way to allow for a customizable FOV that is reported back to the software and the rendering settings are changed in real-time.brantlew wrote:And this is the central debate isn't it that influences everything from panel size to lens design? You can somewhat separate the "gamers" from the "VR guys" with this question alone. Gamers like optical density (expressed clumsily as resolution) for fidelity. VR enthusiasts want FOV for immersion. Compromise is inevitable with the result that really nobody is satisfied.GeraldT wrote:if you put the same res to a lower FOV you have a better picture.
So we still have to wait and see where the sweetspot for consumer VR lies - maybe most people prefer better picture quality over a higher fov. Or maybe it is just easier to sell to people if the lower FOV makes it appear nicer in the first place.
Dilip wrote: BTW he also states
"Head-mounted displays of this kind have long been a dream of the gaming industry but their development has been held back by the cost of materials and lacklustre technology. Although attaching a screen to a pair of goggles is hardly rocket science"
I'm stuck in Irvine. The press seems generally pleased with it. I'm sure our guys have tried it, but I haven't talked with them yet. We are simultaneously the best and worst judges of VR equipment. Our brains and eyes are trained now to key-in on the smallest, almost sub-conscious details of these things so it's pretty easy for us to pick apart any flaws. But at the same time we can become too overexposed to appreciate how an average participant experiences it holistically.V8Griff wrote:Has anyone from Oculus managed to blag a go in the Sony?
Shows he knows Jack S***t about VR.Dilip wrote:
Funny side of Journalism
http://www.independent.co.uk/life-style ... 01428.html
Mr James Vincent has hammered Sony For moving in VR Distraction.
BTW he also states
"Head-mounted displays of this kind have long been a dream of the gaming industry but their development has been held back by the cost of materials and lacklustre technology. Although attaching a screen to a pair of goggles is hardly rocket science"
Really, its that easy to Make Good VR?
I agree with your comment about you guys being the best and worse to judge.brantlew wrote:I'm stuck in Irvine. The press seems generally pleased with it. I'm sure our guys have tried it, but I haven't talked with them yet. We are simultaneously the best and worst judges of VR equipment. Our brains and eyes are trained now to key-in on the smallest, almost sub-conscious details of these things so it's pretty easy for us to pick apart any flaws. But at the same time we can become too overexposed to appreciate how an average participant experiences it holistically.V8Griff wrote:Has anyone from Oculus managed to blag a go in the Sony?
Im the opposite, i sacrifice a little detail to get a wider FOV. I have a lot of experience with changing FOV and resolutions (not to mention dpi, fill factor and scaling) and my experience thus far involves constantly trying to achieve equilibrium with equipment that simply won't get me where i want it to be. When i was playing Skyrim recently for example, i would constantly fluctuate from a high FOV, pulling my 46" 3DTV closer to me and dealing with the reduced clarity within my primary FOV, even going up to 120+, which looked incredible when the Nvidia 3D settings were just right for my IPD and viewing distance. However, eventually i would miss the detail and reduce the FOV and pull the screen back somewhat. But then i'd encounter a scene like a huge cavern, or high cliff view that i knew would look/feel amazing with the high FOV and shifted back. I kept doing this over and over. However, if the resolution was higher, i probably would have just left it. That wasn't the only problem though, as was the enlarging of the image at the sides of the display at large FOV settings.Mystify wrote:I'd argue that optical density increases immersion. I find a blurrier experience much more immersion breaking than a narrow FoV.brantlew wrote:And this is the central debate isn't it that influences everything from panel size to lens design? You can somewhat separate the "gamers" from the "VR guys" with this question alone. Gamers like optical density (expressed clumsily as resolution) for fidelity. VR enthusiasts want FOV for immersion. Compromise is inevitable with the result that really nobody is satisfied.GeraldT wrote:if you put the same res to a lower FOV you have a better picture.
So we still have to wait and see where the sweetspot for consumer VR lies - maybe most people prefer better picture quality over a higher fov. Or maybe it is just easier to sell to people if the lower FOV makes it appear nicer in the first place.
So we have the followingsquibbfire wrote:ps4 VR is rumored to be priced at 1000.
sony fail...
I second that!Drewbdoo wrote:... there is no way the real cost is going to be $1,000. Just no friggin' way. Sony isn't retarded.
of course - if they stumble over a solution that only has benefits I have no doubt they will embrace it. but if they do not use it, then they will likely have good reasons for that decision. the Sony VR system having less of a screendoor is most likely connected to them having a smaller FOV, so fidelity and screendoor appear better but it will come at a price (less presence).Zoide wrote:Is there any chance that Oculus may reconsider its stance against the use of diffusion filters?
Why you want them to shred sony product to rags for its obvious flaws, we all know sony prototype is inferior on many fronts when compared to Oculus DK2 may be better than DK1 but sure inferior to DK2.MSat wrote:I'd really like to hear what some of the guys at Oculus thought about the Sony HMD. As far as I can tell, what they demoed didn't use low persistence, which I think is a deal breaker from this point on.
Who said anyone wanted the Oculus to Shred the Sony HMD?Dilip wrote:Why you want them to shred sony product to rags for its obvious flaws, we all know sony prototype is inferior on many fronts when compared to Oculus DK2 may be better than DK1 but sure inferior to DK2. .MSat wrote:I'd really like to hear what some of the guys at Oculus thought about the Sony HMD. As far as I can tell, what they demoed didn't use low persistence, which I think is a deal breaker from this point on.
I'd agree with everything you say except the last bit.GeraldT wrote:When carmack tweeted about "adjust PS4 VR expectations" then it was not a bash, but a rather interesting guide on what to expect from someone that knows what to expect from hardware a thousand times better than 99% of the fanboys complaining about it.
So I would love to hear what the Oculus guys (especially the tech guys) think of the Sony set, because it will beat every "take with a grain of salt" journalist opinion. But I can totally see why they do not do it. Sony has more Fanboys than Oculus has enthusiasts and alienating them likely hurts much more than giving us this rather worthless piece of information.
ohh... Johns tweet was worth gold, I am talking about the worth of a judgement lets say from Palmer and his thoughts about the state of the current state of Morpheus. Of course I would still be very interested in this, but just because I am curious. It would be nothing worth to me as a developer, nor would it help me make a buying decision as a gamer since it is their first prototype demonstration.V8Griff wrote: I wouldn't say it was a worthless bit of information as it will let us know just how serious Sony are this time and if the technology does appear to be gaining some proper support and traction from a major games industry player.
V8Griff wrote:I've gone out on a limb and backed the PrioVR as it looks multi-use and pretty awesome. I couldn't really afford to but I thought it was potentially worth taking the risk as I can see a couple of projects it would work on, so I need to make these projects happen. Nice bit of pressure incentive.
The STEM would be useful for other projects but having experience of the Hydra I wanted to see just how much better the STEM system was as it needed to be much better than the Hydra.
I didn't back the STEM but regretting it now as the Pre-Order prices are nearly double the KS prices....
I would love a PrioVR-like system, just for the exercise, but i hope they modularize all this stuff, like audio, etc in a way such that people can get just what they want.mickman wrote:There's been a lot of debate lately regarding Oculus announcing the development of a motion control system that compliments the Rift,( similar to the Stem system... ). but I believe Oculus will bring both PrioVR & Sixense onboard... Just as we are witnessing a very close relationship they've already forged with Valve... Who's to say Oculus are not already a part of Valve.