geekhack
geekhack Community => Other Geeky Stuff => Topic started by: wooshCap on Tue, 03 November 2015, 22:03:38
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I was wondering are you guys going to get a VR system next year(2016) if so which one?
I'll start. I am thinking about Vive.
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I'll probably hold off till we get a clear winner and some games first :D Being an early adopter increases chances of having a paper weight XD
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I've used an Oculus Rift once at an art gallery where it was part of an exhibition - was really cool but I probably wouldn't buy one in their current state
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Nope. VR requires ridiculous system specs, the support isn't there, and they're all doofy AF to use. Not only that, but I also like my monitor. I don't want to have forced visual immersion into a game for no real reason.
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I don't want to have forced visual immersion into a game for no real reason.
People are going to use VR for games?
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Yes, they are going to use VR for games.
I am putting a system for VR. Man, It sucks because spec needs to be really high to run these demos.
I feel so poor. :(
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not until it can track my focal distance..
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Not until Sword Art Onl-- erm wait, that's a bad idea.
I think the tech has a ways to go before I'll consider it. And even then, I find it to be too... intrusive... to regular life. If I was single though...
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Hell yeah, will snag the Valve one when it releases.
Do you really need crazy specs for just about anything? I've played/tried some demos on a friends mid spec PC, saw/had no issues.
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I'm actually more interested in AR like the hololens from Microsoft. I think it's got a lot of cool immediate applications for work as well as for entertainment.
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Not sure if I will personally or not but I do have some hopes for it. I hope early education latches on early to these. Could you imagine being in elementary school and being able to navigate mach pichu? Or walk around on the moon? Maybe walk around DC or Arlington Cemetery. It just seems like such a great way to get kids excited about science, history, anthropology etc. It's potential for education seems so great.
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not until it can track my focal distance..
This would be really awesome. I've used an Oculus Rift (and liked it) and have been considering the DK2 (uses a low-persistance OLED), but I have too many higher priority things to spend my money on right now.
I don't get why people say it takes "ridiculous system specs". It's just two 960x1080 views = single full HD resolution. I know it has to set up and render two views, but that doesn't tax modern cards at all. With good programming, the setup can be the same for both with just an offset frustum, so it should render very close to the speed of a single 1080p view... With OpenGL you just set up two viewports with the Left and Right framebuffers and render.
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High end system is recommended because Frame rate is very important on this type of VR.
Also most Developer wants to render more things realistically as they can.
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High end system is recommended because Frame rate is very important on this type of VR.
Also most Developer wants to render more things realistically as they can.
But isn't it a very specific framerate? I'm not well versed on the subject, but I thought too high or too low causes what is virtually motion sickness. You don't need anything insane to reach those FPS levels for dual 1080p.
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let me show you an example. But your correct too. there will be low end VR and High end VR.
http://store.steampowered.com/app/412940/
System Requirements
MINIMUM:
OS: Windows 7, 8 or 10 (64bit)
Processor: Intel Core i7-2600K CPU 3.40GHz
Memory: 16 GB RAM
Graphics: NVIDIA GTX 980 or AMD Radeon R9 290
DirectX: Version 11
Storage: 2 GB available space
Additional Notes: Oculus Rift DK2 required, SDK Version 0.6 or 0.7 (0.8 coming in the future)
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... You don't need anything insane to reach those FPS levels for dual 1080p.
It's not even dual 1080p, it's single 1080 divided into two views.
let me show you an example. But your correct too. there will be low end VR and High end VR.
http://store.steampowered.com/app/412940/
System Requirements
MINIMUM:
OS: Windows 7, 8 or 10 (64bit)
Processor: Intel Core i7-2600K CPU 3.40GHz
Memory: 16 GB RAM
Graphics: NVIDIA GTX 980 or AMD Radeon R9 290
DirectX: Version 11
Storage: 2 GB available space
Additional Notes: Oculus Rift DK2 required, SDK Version 0.6 or 0.7 (0.8 coming in the future)
Ah demos. That's not because of the VR, it's because of the code for the demo, trying to push the engine as far as it can go. Will need basically the same specs to run on a single 1080p monitor.
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I am considering building a rig to develop VR on with a friend and man... It is not going to be a cheap build. We are going to need at least a 980, an i7, 16gb of ram and the list continues.. It will destroy my current gaming rig in terms of everything so its sort of a huge turnoff until the engines become 1. more optimized or 2. components get real cheap for some reason :/
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Nooooooope. I absolutely hate VR, motion control, body tracking, and everything it implies for the future of my industry.
Then again it's only a passing fad. Just like 3D entertainment, VR makes a resurgence in popularity briefly once a decade or so, only to be completely forgotten when people once again realize that a gimmick cannot replace good content.
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This looks interesting: http://arstechnica.com/gadgets/2015/01/hands-on-with-hololens-making-the-virtual-real/
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This looks interesting: http://arstechnica.com/gadgets/2015/01/hands-on-with-hololens-making-the-virtual-real/
In 5 years.
VR is cool and I would love to try it but the cost at the moment is kind of insane, and for the price what are you really even getting? A couple of tech demo's and games ported to VR?
It has an exciting future but I kinda feel like this is all a stepping stone/glimpse to what the next gen mobile games will be