Oculus Rift graphics quality, any concerns?

Discussion in '3D Stereo and VR Gaming Section' started by MikeG, May 11, 2015.

  1. SSJBillClinton

    SSJBillClinton Master Guru

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    Tons! Off the top of my head:

    "Full" experiences -
    Walking Dead Saints & Sinners
    BONEWORKS
    *Half Life Alyx (23rd of March)
    Moss
    SUPERHOT
    Robo Recall
    Lone Echo
    Asgards Wrath
    ARKTIKA.1
    Stormland

    VR modded full games -
    DOOM 3
    GTAV (Motion control mod in development)
    Alien Isolation

    There's a bunch of arcade/sandbox style games like Beat Saber and Hotdogs Horseshoes & Hand Grenades etc. (too many to remember) but I assume by "good games" you mean the big hitters.
     
  2. Espionage724

    Espionage724 Member Guru

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    The original post is years old, but I want to give my feedback. I got a Rift CV1 back in March 2020 and it was my first VR headset ever. The faint grid (screen-door effect/SDE) was noticeable at first, but it didn't detract from my experience at all. I probably racked up over 100 hours of VR play-time in the 7 months I had that headset.

    I got a Quest 2 shortly after it launched though. The SDE on my CV1 was significantly more noticeable after using the Quest 2 for a bit though.

    However, clarity overall was a bit better from the CV1. The Quest 2 for PCVR relies on your GPU for encoding video, and if your GPU's encoder is low-end, you're only going to be able to get a muddy image on the Quest 2. With a RX 580, the encode resolution being sent over was around 1600x900 according to Oculus's service log. This was only notable when looking for it though, but with that in-mind, even though the Quest 2 has significantly more pixels and clarity on-paper, it was barely a visible upgrade from a CV1, and even worse in some scenarios (like the first gold room in Asgard's Wrath; the ceiling is a muddy mess on the Q2 whereas it's clear on the CV1). Barely anyone talks about this being a potential problem, but to be fair, I believe this is only a problem for a few lower-end Pascal GPUs, and anything on AMD up until RDNA (NVIDIA GPUs are more popular overall with VR, and most people are probably using at least high-end Pascal cards with decent GPU encoders).

    Considered returning the Quest 2 for a while, but ended up sticking with it. No idea when I'd be able to ever upgrade my GPU, but I figure the Q2 will be worth it once I do. Plus the other advantages are nice too; particularly being able to do wireless VR with consumer hardware (just an off-the-shelf 5GHz AC or AX router), and not having a proprietary tether cable (Rift CV1 owners know all about this, and soon Rift S owners as well; not being able to buy new cables at outlandish prices sucks; Q2 just needs any decent USB-C cable for Link).

    With all of that said though, if I could still buy brand-new cables for a Rift CV1, I'd still be using it happily and would have returned the Quest 2, at least until a later time. That lingering fear of damaging my tether cable was my main issue with the CV1, as I would have likely had to pay about $150 for some used mangled cable off eBay to replace it, unless I got lucky. But outside of that, I was pretty happy with my CV1.

    CV1 advantages:

    • My CV1 was overall more comfortable with the headstrap, and was significantly lighter
    • Tracking on the CV1 was more consistent; I can frequently get the Q2 to lose tracking with Beat Saber by dropping one or both controllers to my hips; never a problem with the CV1
    • CV1 controllers felt more premium
    • The overall latency with the CV1 was lower and I think helps it feel more immersive (I got an motion-to-photon latency of 15-25ms with the CV1, vs 40-55ms on the Q2)
    • I feel the FOV is a tiny bit better on the CV1
    • No encode-nonsense, so my RX 580 was actually pretty decent with the CV1, whereas it barely passes with the Q2
    • Would be able to use OpenHMD to avoid needing official Oculus software (and thus avoid their update mess, Facebook requirements, and even run on Linux)

    Q2 advantages:

    • Don't have to worry about hardware availability for connecting to my PC (can use random USB-C cables or wireless routers; nothing proprietary/made by one company)
    • Standalone games!
    • Default facial interface leaks less light (especially around the nose area)
    • Supported (it's the latest headset from Oculus currently; you get tech support, parts, and warranty)
    • Can use regular 3rd-party headphones (over a standard 3.5mm connection)
    • Higher graphics quality (along with higher hardware requirements on the PC-side for it)
    • Easy room-scale (no external sensor placements)
    • More apps (you get Rift PCVR games, native Quest games, unofficial VR games from SideQuest, and can even side-load some regular Android games to play in a VR space)
     
  3. TimmyP

    TimmyP Master Guru

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    Quest 2 is a piece of crap. 1 LCD tiny fov mandatory Facebook login lol
     
  4. Espionage724

    Espionage724 Member Guru

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    Good thing there's other headsets that match it in-terms of specs, features, and price! Oh wait :p
     

  5. TimmyP

    TimmyP Master Guru

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    There are MANY. Prepare to be disappointed if you have tried any other decent headset.

    PS: The thing is really locked down tight, and way to defend something that literally takes a high resolution 3D panoramic video every second its on. Gee, I wonder why Facebook bought Oculus derrrrr...
     
  6. Espionage724

    Espionage724 Member Guru

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    Price was the most significant point :p

    I can pay twice the price of a Quest 2 and get a HP G2, and have worse controller tracking. Or I can pay over 3 times that amount for an Index and have notable SDE and deal with fragile controllers that need RMA'd frequently. Or maybe pay about as much for an OG Vive and get the most outdated graphics and horrible controllers (imo; I absolutely hated the trackpad), and then go and pay the same amount for Index controllers to go along with it (about 2 months ago, both an OG Vive kit and Index controllers were $400 each), along with dealing with the fun RMAs for the controllers, and fear of if a base station goes awry. Every other VR headset that exists currently has notable disadvantages compared to the Quest 2, whereas the Quest 2's loudest disadvantage is a social network log-in that most people already have.

    No current headset compares to the Quest 2 when it comes to specs and price, and I don't see this changing any time soon. And imo, the G2 and Index don't have any notable advantages to make the 2-3x cost entertainable. Oculus is on-top when it comes to inside-out tracking, and are the only ones with wireless PCVR with consumer off-the-shelf equipment (no proprietary TPCast thing). And then to have the ability to switch from PCVR-only to standalone is definitely unmatched (aside from the Quest 1 of course).
     
  7. Mufflore

    Mufflore Ancient Guru

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    Looks like VR is sunk.
    What a waste.
     
  8. XP-200

    XP-200 Ancient Guru

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    The QII is ok for some stuff, but give me the OG vive with the Knuckles for the best roomscale tracking you can get to this day, regardless if you are playing in a total darkness or day light, plus the Vive has oled and once you have used Oled it is damn hard to look at the grey haze that LCD bring to deep blacks, i hate it, LCD panels in Vr should be against the law, i can take the screen door effect of the Vive any day of the week over the grey haze of the LCD QII, just fire up a game like Elite on the Vive/CV1/Quest 1, then fire it up on the QII and see what it's like to have the beginning stages of glaucoma. lol
     
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