Reasons To Not Buy An Oculus Rift Dev Kit 2
#1
Posted 07 June 2014 - 09:27 AM
I'm 99% sure about buying an Oculus Rift V.2 for things like Star Citizen or War Thunder, is there any reason to NOT buy it?
I have a mediocre gaming machine (i5 2500k. R9 280x, 12GB ram, 128gb SSD).
#2
Posted 07 June 2014 - 09:28 AM
Iqfish, on 07 June 2014 - 09:27 AM, said:
I'm 99% sure about buying an Oculus Rift V.2 for things like Star Citizen or War Thunder, is there any reason to NOT buy it?
I have a mediocre gaming machine (i5 2500k. R9 280x, 12GB ram, 128gb SSD).
Edited by Imperius, 07 June 2014 - 09:29 AM.
#4
Posted 07 June 2014 - 09:46 AM
Iqfish, on 07 June 2014 - 09:27 AM, said:
I'm 99% sure about buying an Oculus Rift V.2 for things like Star Citizen or War Thunder, is there any reason to NOT buy it?
I have a mediocre gaming machine (i5 2500k. R9 280x, 12GB ram, 128gb SSD).
There is at least one reason to be skeptical, until DK2 comes out and gets a good evaluation: the resolution is not effectively as high as it seems on paper, and this leads to image distortion.
You see, OR tries to represent your entire field of view, give or take, which means the pixels are stretched over your entire field of view, so pixels are effective bigger. This is what an image through DK1 looks like, as a result:
Now, DK2, being 1080P, does have four times the resolution, but people I know who have spoken to devs have said those devs describe DK2 as borderline as an actual gaming device, while DK1 is effectively unusable for any real-world gaming. Most of the time text isn't even readable on DK1, and the "screen door" effect means it's hard to resolve objects that aren't large and well lit.
DK2 does apparently reduce the screen door effect to a point of being barely noticeable, maybe even borderline not-noticeable. Will that be good enough? Time will tell.
It's my guess that the Rift won't be actually good until they get the resolution to about 2560x1600, which will exact a toll from one's GPU, but even 1080P might be just enough.
#5
Posted 07 June 2014 - 09:49 AM
Catamount, on 07 June 2014 - 09:46 AM, said:
You see, OR tries to represent your entire field of view, give or take, which means the pixels are stretched over your entire field of view, so pixels are effective bigger. This is what an image through DK1 looks like, as a result:
Now, DK2, being 1080P, does have four times the resolution, but people I know who have spoken to devs have said those devs describe DK2 as borderline as an actual gaming device, while DK1 is effectively unusable for any real-world gaming. Most of the time text isn't even readable on DK1, and the "screen door" effect means it's hard to resolve objects that aren't large and well lit.
DK2 does apparently reduce the screen door effect to a point of being barely noticeable, maybe even borderline not-noticeable. Will that be good enough? Time will tell.
It's my guess that the Rift won't be actually good until they get the resolution to about 2560x1600, which will exact a toll from one's GPU, but even 1080P might be just enough.
Is there an image like this for the DK2?
#6
Posted 07 June 2014 - 09:50 AM
YES: Buy TrackIR
NO: Buy OR.
#8
Posted 07 June 2014 - 10:27 AM
Iqfish, on 07 June 2014 - 09:49 AM, said:
Is there an image like this for the DK2?
Not nearly in that detail, no.
Basically, take this image in full size on a 1080P screen, move your head as close as you have to so that your entire field of view is encompassed, and focus your eyes on something in the image
That might give you some idea, but I'm guessing it's still an overly-optimistic idea. However, if the real Rift is nearly this good, then I think it's probably good enough for my uses. We'll see. I'm waiting on feedback from my friends for DK2, and still thinking I'll hold off until they get something like 1440p
Iqfish, on 07 June 2014 - 09:52 AM, said:
Trackir is also not even remotely something along the lines of "Oculus Rift, but you can see your keyboard". The two aren't even remotely comparable products. Even DK1, which is nearly unusable for gaming, has been described by every single person I've ever talked to who owns or has used one as an absolutely incredible experience as far as gaming immersion.
Edited by Catamount, 07 June 2014 - 10:28 AM.
#9
Posted 07 June 2014 - 10:29 AM
Catamount, on 07 June 2014 - 10:27 AM, said:
This is exactly why I want one
#10
Posted 07 June 2014 - 10:35 AM
#11
Posted 07 June 2014 - 11:22 AM
#12
Posted 07 June 2014 - 11:36 AM
#13
Posted 07 June 2014 - 11:53 AM
How complex is it to record what is on an Oculus Rift for something like youtube?
Is it safe to assume it is more expensive than Track IR?
Are there similar alternatives that give similar if not identical results without the hefty price?
#14
Posted 07 June 2014 - 01:29 PM
http://vr.mkeblx.net/oculus-sim/
There are few if any technical reasons I would recommend against it, however a really big reason I do not want to use it with MWO, is the extreme prevalence of discontinuity in regards to movement/controls and especially the high amount and severity of warping/rubberbanding anytime you get too close to other mechs and your hitboxes overlap.
It's merely annoying when this happens on a screen in front of you when you have stable reference outside of the chaos, but when you are *inside the game and this happens it will be very jolting/nauseating, particularly when it happens while you are concentrating and it's as large as life with closing your eyes as the only escape.
I'm thoroughly looking forward to Rifting myself, being a cockpit builder/sim junkie that has focused nearly 100% on kinematics and tactile feedback (all you're left to work with once you strap the rift on) in my builds I am in a unique position to make the most of it once available, especially for MWO. I'm sure it will be incredible in many games, but I have little hope that MWO will be playable with it, owing to the terrible state that movement/conflicting mechs/collisions/control discontinuities that have been a staple of this game since it's inception with no reason to suspect this will ever improve. No one even mentions it atm, but I'm sure once people are puking in their laps with a rift at least awareness will eventually creep in. I want to be wrong about that, cause otherwise it would be pretty kickass.
#15
Posted 07 June 2014 - 01:43 PM
If I am wrong, great but with the way the legal system in the US is now a days expect this to happen.
#16
Posted 07 June 2014 - 01:54 PM
I'd rather spend the money on a kick ass monitor that I'll get more use out of and be generally better over all.
#17
Posted 07 June 2014 - 01:56 PM
Edit: a friend of mine confirmed the OR simulator is pretty accurate, although he notes things look a lot better in real games and are easier to resolve, typically, due to anti-aliasing.
Edited by Catamount, 08 June 2014 - 08:20 AM.
#18
Posted 01 August 2014 - 03:17 AM
But back to your reasons...i dont see any real bad reasons of getting it besides that they are a little tricky to set up for certain demos. But start conflict, technolust, and hawken are already becoming classic In my opinion.
#19
Posted 01 August 2014 - 03:35 PM
I don't need it. I need a car, food, etc, but VR I can easily live without. It's just going to be used for FACEBOOK, anyways, and I don't do FACEBOOK either.
#20
Posted 28 October 2014 - 04:33 PM
Iqfish, on 07 June 2014 - 09:49 AM, said:
Go here:
http://vr.mkeblx.net/oculus-sim/
Switch OR version/resolution at top-right. For all except DK1, enable the "low-persistence" button.
CV1 is what they're aiming for with the first consumer version.
[EDIT]
Ah, someone else linked it already. *shrug*
Edited by SilverlightPony, 28 October 2014 - 04:34 PM.
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