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Oculus Rift graphics quality, any concerns?
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MikeG
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Default Oculus Rift graphics quality, any concerns? - 05-11-2015, 20:55 | posts: 169 | Location: Calif

I'm hoping the Oculus Rift release in the months ahead will give gamers close to the IQ of some of the high end games we're playing now. So I started reading comments made by the lucky few who have used the 3rd iteration or phase of the Rift in development. And I was taken aback by this comment about being able to see a pixel grid. WTH? Why would any of us put up with having to see a faint pixel grid in our games? Anyway here is the quote and the link for the article it came from.

Quote:
That doesn't mean this is as close to real life as VR can get - you can still see the pixel grid, after all - but if the consumer Oculus Rift launches uses this resolution and wide field of view, we won't be too disappointed. And neither will gamers.
Source

http://www.wareable.com/oculus-rift/oculus-rift-review

I can understand in the last part of the quote that he's trying to smooth over existence of the viewable pixel grid. But what of the fate of this pixel grid? Has anyone heard if it will ship out with the headset or what's going on with it? Btw the resolution he's referring to I believe is 960 x 1080 in each eye which sounds good but still that pixel grid thing doesn't sound so good.
   
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nhlkoho
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Default 05-11-2015, 21:32 | posts: 7,081 | Location: Washington DC

I've given up on the Oculus. I was really excited for it but they are taking too long with it. If Valve and HTC never announced their VR headset the Oculus would probably still not have a release date.

My money is on the Valve headset. It's going to be more expensive but I feel that will be the one to beat.
   
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lmimmfn
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Default 05-11-2015, 21:49 | posts: 10,233 | Location: Ireland

the grid is the unlit space between the pixels, if youre immersed you dont really notice, but it will be there and even Cresent Bay has it, to a lesser extent than DK2 as CB is 2x1080p screens as is Hive.

For me the improvements over my DK2 that i would like to see and in order of priority:
1. Higher resolution
2. Higher refresh so that with low persistence mode becomes brighter
3. Less/No screen door affect( the grid you mention )

Im currently more interested in Valves solition, but lets see.
   
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Fox2232
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Default 05-12-2015, 09:47 | posts: 5,514 | Location: EU, CZ, Brno

Oculus has quite more resources on project than Valve, but Valve managed to have bit higher resolution, did more experiments and reached superior tracking with more freedom of movement.

Oculus may get later advantage with wireless communication, that would be big win.
But Valve can do same too.

Btw. 960x1080 per eye is not so good once you have viewing angle 110 degrees.

It is worse than LG 1080p passive 3D TV which many dislike for lower resolution, but now that lower resolution covers considerably larger area of your vision.

You can imagine that Valve's Vive with 1080x1200 per eye be quite better here (25% more pixels per eye).

Both have limited refresh rate close to 90Hz for now.
But what will matter is use of technology like G/Freesync.
   
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Default 05-12-2015, 15:14 | posts: 679 | Location: Scotland

The pixel density on these head mounted displays is unfortunately very low when stretched across your entire field of view and will be until they hit around 8K resolution, which is many years off. They can fix the screen door effect to some extent but they won't reach the kind of pixel density that you get on a monitor for a long time yet. It can however be improved with better optics and AA modes.

As mentioned though, it really doesn't matter when the over all experience is immersive enough. You soon forget about the lower pixel count. Even DK2 is very useable in a few games.
   
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Default 05-27-2015, 21:51 | posts: 6,979 | Location: BC, Canada

Quote:
Originally Posted by Xenotone View Post
The pixel density on these head mounted displays is unfortunately very low when stretched across your entire field of view and will be until they hit around 8K resolution, which is many years off. They can fix the screen door effect to some extent but they won't reach the kind of pixel density that you get on a monitor for a long time yet. It can however be improved with better optics and AA modes.

As mentioned though, it really doesn't matter when the over all experience is immersive enough. You soon forget about the lower pixel count. Even DK2 is very useable in a few games.
I disagree with you here.

We have been playing around with the DK2 at my office, and I can't get over the low pixel density. it literally makes Elite Dangerous unplayable.

Sure its immersive still, since it takes your entire peripheral vision, but it still sucks bad.

I was seriously disappointed with it.. would never buy one for my personal use until ppi gets wayyyyy better.
   
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Default 05-27-2015, 22:17 | posts: 10,233 | Location: Ireland

Quote:
Originally Posted by ScoobyDooby View Post
I disagree with you here.

We have been playing around with the DK2 at my office, and I can't get over the low pixel density. it literally makes Elite Dangerous unplayable.

Sure its immersive still, since it takes your entire peripheral vision, but it still sucks bad.

I was seriously disappointed with it.. would never buy one for my personal use until ppi gets wayyyyy better.
problem is driving it, if it had a 4k screen theres no way you would be able to get 90FPS unless you used awful qualty which is junk for VR. Until SLI/Crossfire updates are released to render per eye and we get DX12 so its not bottlenecked then there only real option for a consumer version is a 1k per eye resolution.
I agree with what you disagreed with, if you get immersed in the game you forget completely about the pixel density, youll be reminded of it now and then but the immersion beats it out.
On Elite dangerous, with a DK2 youre better off using a green cockpit to get full 1080p resolution and same with the text ingame simply due to the fact that the DK2 is pentile and has twice as many pixels in green as it does for red/blue.
   
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Xenotone
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Default 05-28-2015, 12:16 | posts: 679 | Location: Scotland

DK2 resolution is awful, no arguments there. I can still enjoy it though, especially in driving games where it's not so important.

I think if the Rift does have a 1440p screen, combined with whatever trickery they've used to fix the screen door effect, that'll strike an acceptable balance between pixel density and required GPU power.

It still won't be anywhere near a monitor but it'll be good enough for now.
   
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stereoman
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Default 10-09-2015, 01:21 | posts: 560

I see Oculus as an evolving product, I think all these problems will be addressed as the technology becomes available, it's still early days, I think it's a mistake to think you can buy one headset and you're covered for life, the rift is like any other technology, you don't buy a GPU and then expect it to run the latest and greatest games forever, I still have my DK1, that's more down to the collector in me but I still get that immersive feeling in certain games despite the ridiculously low res.

Ultimately the Rift is gonna have it's shortcomings but they have the resources to keep pushing forward and over time I think we're gonna see some amazing stuff.
   
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lmimmfn
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Default 10-09-2015, 01:33 | posts: 10,233 | Location: Ireland

its like phone tech, it will start off relatively crap( by PC gaming standards and excluding the 'Wow im in the game" factor )

Its not going to be the holodeck, it has restrictions that need more and more people to buy into it, i.e. mobile manufacturers wont develop VR screens until theres a market so its a catch 22.

It is mega to use, the screen door is neglible when youre immersed.
   
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Default 10-09-2015, 01:36 | posts: 9,042 | Location: Indiana

My big concern between the different VR's is the compatibility, which one will have the most compatible games? I haven't even heard what games will be compatible with Valve's Vive but OR already has several already.
Unless all VR games will be guaranteed compatibility with any of them, I'm going to wait it out for a while. Resolution or anything else doesn't do me any good if an epic game I really want to play in VR isn't compatible with the one I chose.
I just wish Fallout 4 was VR capable.
   
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Default 10-10-2015, 04:28 | posts: 2,324 | Location: Dominican Republic

sony already has a 4k phone display, its a matter of time before they get rid of the screen door effect for good
   
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KingK76
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Talking 10-15-2015, 16:25 | posts: 82 | Location: Brantford, Ontario, Canada

Quote:
Originally Posted by Fox2232 View Post
Oculus has quite more resources on project than Valve, but Valve managed to have bit higher resolution, did more experiments and reached superior tracking with more freedom of movement.

Oculus may get later advantage with wireless communication, that would be big win.
But Valve can do same too.

Btw. 960x1080 per eye is not so good once you have viewing angle 110 degrees.

It is worse than LG 1080p passive 3D TV which many dislike for lower resolution, but now that lower resolution covers considerably larger area of your vision.

You can imagine that Valve's Vive with 1080x1200 per eye be quite better here (25% more pixels per eye).

Both have limited refresh rate close to 90Hz for now.
But what will matter is use of technology like G/Freesync.
1080x1200 per eye is the resolution of the coming Oculus Rift consumer version (CV1). That is well known now. The reason that the "screen door effect" (SDE) is AND will be an issue until 8K panels are viable is becsuse of the optics involved. It's like taking a magnifine glass up to your smart phone OR standing about 6 inches away ftom a 70" 1080p television. The way this generation of VR devices produce an image that pretty much fills your entire view is by magnifying the image from a 5" screen and blows it up to something that fills your vision. Think about it.... I have a 4K 70" Vizio P Series and even then from about 2 feet away you can see the SDE. I mentioned 8K earlier but the reality is that even a screen like that (8K = 32 million pixels!!!) the SDE may still be viewable. Regardless nyone expecting "photo-realism" from ANY of the 1st generation VR headsets is fooling themselves. VR is so amazing because it puts you into the game more then ever before. For instance... Playing Project Cars on my 4K Vizio looks far better then playing it on my DK2. However playing it on my DK2 makes me feel like I'm actually in the goddamn car! It's amazing! But... but, I will say that the resolution of the DK2 still has a ways to go before I would prefer it to my 4K set. Time will give of these advances, we just need to allow for the technology to evolve and these geniuses that produce these wonderful gadgets to do their thing.

Last edited by KingK76; 10-15-2015 at 16:44.
   
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Default 11-05-2015, 03:12 | posts: 23

I would have liked the recommended spec be GTX 980 rather than 970. It's not as if the 980 is truly a highend card anyway, with 980 Ti and Titan X fitting that category.
   
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Default 07-27-2016, 11:28 | posts: 13 | Location: US

I see no reason for not being able connect Morpheus to PC. It is a USB and HDMI cables. Some tweaking with software and drivers, and morpheus will run as nice on my ps4 as on my pc.
   
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