

#21
Posted 28 August 2012 - 08:23 AM
Veiled, Sorry shouldn’t have went on a bash fest against Hawken. I just hate seeing people compare the two games when you can't. If Hawken had the difficulty level of a game like Heavy Gears then maybe, but it’s just another arcade shooter, not a simulator type game. I def don't think twitch games are newbish and In fact like some of them myself.
#22
Posted 28 August 2012 - 08:58 AM
PropagandaWar, on 28 August 2012 - 08:23 AM, said:
Hey, no worries. It's not to your liking, I get that. I'm just plain into mech games of pretty much any stripe because I think they're super cool. I don't believe I was "comparing" the games, though. All I wanted was support for what I hope to be a great addition to nearly any fps.
We'll see how things stack up when both products come out. I plan to support both either way, as my Founder's tag would suggest.
#23
Posted 28 August 2012 - 09:15 AM
In fact the only wearable that offers a true 'HD' resolution display is Sony's HMZ-T1, and that is still 'only' 720p, in addition to lacking head tracking.
In short: Dont get too worked up over the thing.
(Now, back to figuring out how to mate a trackIR to my HMZ-T1...)
#24
Posted 28 August 2012 - 09:24 AM
#25
Posted 28 August 2012 - 09:26 AM
I wouldn't hold your breath on MW:O implementation and truthfully I am not that interested or impressed with it... but if the product does make it to market and live and MW:O ultimately adds support, it won't make me rage or anything. I'm betting that neither happens but I don't have a crystal ball...
#26
Posted 28 August 2012 - 01:30 PM
VeiledMalice, on 27 August 2012 - 08:01 PM, said:
Well... they're *talking* to those companies. That could mean literally "we e-mailed Gabe Newell and hope he'll call back" for all we know. But I sure hope it does end up getting a lot of support.
Fortunately things have gotten real for Oculus. Their Kickstarter just passed $2 million which puts it at the 6th top grossing Kickstarter ever and 800%+ of their funding goal with a few days yet to go -- not to mention that Gabe Newell is in their Kickstarter video : P
http://www.roadtovr....korea-and-more/
#27
Posted 28 August 2012 - 01:35 PM
Firelizard, on 28 August 2012 - 09:15 AM, said:
In fact the only wearable that offers a true 'HD' resolution display is Sony's HMZ-T1, and that is still 'only' 720p, in addition to lacking head tracking.
In short: Dont get too worked up over the thing.
(Now, back to figuring out how to mate a trackIR to my HMZ-T1...)
It's too easy to dismiss its on-paper specs. The FoV and headtracking is what's important (not to mention the price!). The FoV is 110 degrees vertical and 90 degrees horizontal which blows the HMZ-T1 out of the water. Pretty much everyone that has given the Oculus Rift a try has come away impressed. Look at this video from PCGamer:
http://www.roadtovr....-heard-is-true/
And let's not forget, the current incarnation of the Rift is strictly a developer device. The consumer version, expected in 2013, is almost certainly going to have an HD display and probably an even wider field of view. The creator just mentioned in a Q&A that a 4k display in the consumer version is "not out of the question".
#29
Posted 28 August 2012 - 02:44 PM
benz145, on 28 August 2012 - 01:30 PM, said:
Fortunately things have gotten real for Oculus. Their Kickstarter just passed $2 million which puts it at the 6th top grossing Kickstarter ever and 800%+ of their funding goal with a few days yet to go -- not to mention that Gabe Newell is in their Kickstarter video : P
http://www.roadtovr....korea-and-more/
Well. Nevermind then, that shut me up!

#30
Posted 30 August 2012 - 11:01 PM
Firelizard, on 28 August 2012 - 09:15 AM, said:
In fact the only wearable that offers a true 'HD' resolution display is Sony's HMZ-T1, and that is still 'only' 720p, in addition to lacking head tracking.
In short: Dont get too worked up over the thing.
(Now, back to figuring out how to mate a trackIR to my HMZ-T1...)
it is 640 by 800, with vr tech that makes it near 1280x800, a respectable number, please don't post incorrect stats so people are not misinformed!
also the best vr out now is the wrap 1200 and thoes sony ones you mentioned and its fov is only 35 deg / 51 deg, vs the oculus's 110 fov. HUGE difference.
current vr goggles on the market emulate a tv screen viewed at a distance (wrap 1200 emulates a 75 inch tv vied at 10 feet) (sony is 750 inches at 65 feet), the oculus high FOV is what will make all the difference! with a fov of 110 it matches / betters the human fov since the human eye views at around 100 degrees fov, http://en.wikipedia....ki/Visual_field
yes it is worth making a big deal about since VR is all about immersion. with such a low FOV the sony and vuzix vr goggles have a watching a tv effect, while the oculus is an actual VR so your eyes FOV is matched with the goggles.
I notice you said you have the sony ones.. to sum up, nearly every VR goggle available to consumers currently emulate watching a TV at a distance (including the sony ones), the oculus will be a true VR solution which aims to replace your vision with the game, it will not look like watching a tv cause your full field of view will be filled with the game video VS. having a screen hanging in front of you.
also to explain the oculus resolution better, since the FOV is so high each eye is displayed independently, that makes the per eye res work differently then the fake large screen tv style VR goggles.
#31
Posted 30 August 2012 - 11:35 PM
kalabaddon, on 30 August 2012 - 11:01 PM, said:
No, it doesn't. Human FoV is about 180 degrees, far more than anything done so far and certainly this doesn't exceed it. The link you actually want, if you rely on wikifiddlers is http://en.wikipedia....i/Field_of_view . You read the figures wrong, basically, they quote the angles either side of the horizontal and vertical axes in the link you gave but you have to allow for the way eyes interact with the nose; in effect it's about 180 degrees with a blind spot for each eye either side of the nose.
This ought to have been obvious, to be honest, unless your vision is defective so that you don't see people standing next to you. ;-)
And for some fun, try this http://en.wikipedia....nd_spot_(vision)
Edited by SakuranoSenshi, 30 August 2012 - 11:41 PM.
#32
Posted 30 August 2012 - 11:58 PM

however.... 110 FOV is still VR territory where as 35-51 FOV is a joke when thinking about VR goggles. you have to agree with that

dang it I feel stupid now


last of like 4 edits. dang I use smileys a lot when drinking.
Edited by kalabaddon, 31 August 2012 - 12:02 AM.
#33
Posted 31 August 2012 - 12:12 AM
kalabaddon, on 30 August 2012 - 11:58 PM, said:

Absolutely, which is why I let that stand and already mentioned that... or was that in the other thread on this. In any case, the FoV is a big difference and you're right to single it out as critically important in terms of the improvement over previous attempts.
#34
Posted 31 August 2012 - 12:15 AM

#35
Posted 31 August 2012 - 12:20 AM
#36
Posted 31 August 2012 - 09:00 AM
if this is sold at the 500$ price point +/-200 they should really be trying to get it supported with sim's
#37
Posted 31 August 2012 - 12:02 PM
#38
Posted 31 August 2012 - 04:49 PM
XxDRxDEATHxX, on 31 August 2012 - 12:02 PM, said:
Wow... I just now realized how annoying someone still in their 20's saying something about "being old" is. >_>
#39
Posted 31 August 2012 - 04:53 PM
#40
Posted 31 August 2012 - 04:54 PM
For the love of god, think of the children!
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