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Which VR head-mounted display are you most interested in and why?

I don't know where people are getting that the vive uses LCD panels (I guess because HTC doesn't manufacture a phone with OLED at the moment) but I doubt it does because the dev days proto didn't use LCDs and Valve themselves are the ones who stumbled upon the utility of low persistence in VR in the first place.

The resolution difference between 1440p and dual 1200x1080 screens is negligible AFAIK. Much more important is the type of positional tracking used, and Valve's is the solution I've been advocating for years now.
I thought the same, but it was strange that they didn't mention OLED at all.

As for the res difference, it seems significant to me:

vrrescompare8cuze.png
 

T.O.P

Banned
Rift and Vive are my top choices at the moment, made a new pc just for this, no interest in VR on consoles
 

Fox_Mulder

Rockefellers. Skull and Bones. Microsoft. Al Qaeda. A Cabal of Bankers. The melting point of steel. What do these things have in common? Wake up sheeple, the landfill wasn't even REAL!
If morpheus is compatible with PC i'm totally in.
 
They would have to pump out a new console to even get in the space. Probably why MS is totally skipping VR and going straight to AR. PS4 is just barely enough.

I think it has little to to with hardware power, as evident by Mobile VR. Even graphical compromises will be impressive in VR. Nintendo's games lend themselves well to inexpensive rendering. They've been doing that for years.

Realistically, and let's be honest here - I will own all these headsets pretty much on day one.

I'm not surprised :p. You work with this stuff as well, no?
 

Seanspeed

Banned
I don't know where people are getting that the vive uses LCD panels (I guess because HTC doesn't manufacture a phone with OLED at the moment) but I doubt it does because the dev days proto didn't use LCDs and Valve themselves are the ones who stumbled upon the utility of low persistence in VR in the first place.

The resolution difference between 1440p and dual 1200x1080 screens is negligible AFAIK. Much more important is the type of positional tracking used, and Valve's is the solution I've been advocating for years now.
I dont understand how 1280x1440 vs 1200x1080 could only be a negligible difference.
 

Jigorath

Banned
I don't know if my PC can run Oculus Rift well enough so maybe Morpheus. Of course it depends on how much support it gets. I'm not going to buy it for just a couple games and tech demos.
 

Foggy

Member
Oculus or Valve and then possibly Morpheus, but I don't have the utmost faith in Sony nurturing that device. My instinct is to go with Oculus since it's the only thing they're working on, but the proof is in the pudding. There's still a lot to be seen, whether it's the cost of Valve's product or the specs/cost of Oculus' consumer product.

I don't know if my PC can run Oculus Rift well enough so maybe Morpheus. Of course it depends on how much support it gets. I'm not going to buy it for just a couple games and tech demos.

Would you buy it for live, in-person sports? VR documentaries? Whatever else kind of interactive film experiences? Consider that there are going to be viable options outside of gaming.
 

Krejlooc

Banned
As for the res difference, it seems significant to me:

Being familiar with Gear VR, I don't think the resolution is significant. My minimal threshold is the ability to resolve text, because not being able to resolve text actually affects the way you design your game. Dk1 was unacceptable. You can resolve text with DK2. Everything else is just icing on the cake.
 

ido

Member
I am sure I will, once a must have game comes out, because I am weak and buy all gaming hardware. But right now I feel like it has a long way to go.

That's fair!

Try to think of how far everything has come in just five years, though. Like I said in my first post in the thread, in 2010 I thought a six pound, rugged prototype that Palmer built for me and thought it was the greatest thing on the planet. This was a time when the biggest name in VR was... well, there were no big names. Sony had made mention of the HMZ-T1, but as we all know that is not a VR HMD. Vuzix had a few HMDs, but all had enormously terrible FOV, and low resolution. The eMagin z800 was... decent. It had a slightly wider FOV than the Vuzix, but it was still pretty terrible overall compared to even DK1. This was literally the best we could buy in the consumer space, other than scouring eBay to find a high-end HMD on the cheap. I actually bought a Virtual Research V8 on eBay for around $300 years ago... and it was the second best HMD I had ever used at the time. By today's standards it is horrible.

So just remember how far we have come in five years, and you may have a change of heart. In five more years, I honestly believe VR will be a mainstay. I hope I'm right!
 
Morpheus, because I have a Ps4.
I don't have a PC so almost all of the others aren't an option.
I think the ones with smartphones involed are low quality, I want that.
And Hololens isn't really VR but AR in my opinion and I don't think it'll be very gaming focussed.
 

Carn82

Member
My minimal threshold is the ability to resolve text, because not being able to resolve text actually affects the way you design your game.

I was actually thinking about that earlier; you need to be able to read (small) text; if not for games, it will be needed for subs in VR-cinema things
 

Loofy

Member
Ill wait for impressions on morpheus picture quality. Vive specs look great but im not gonna get anything that uses a headband design.
 

Carn82

Member
OT: Morpheus; since I own a PS4, and the chance that I am going to invest into a proper (gaming) PC is getting slimmer and slimmer.

It will all depend on the games/applications tho.
 

Krejlooc

Banned
I dont understand how 1280x1440 vs 1200x1080 could only be a negligible difference.

For one, there is wasted space on the 1280x1440 screen down the dividing line of the headset where the screen is unused entirely. Using dual screens, they can position the screens themselves so that the actual resolvable area of pixels is largely similar between the two.
 

VoidVR

Banned
Whichever gets me to play space sims at the highest specs. :p

I want high res (1920x1080 is nowhere near enough) and FOV and if the rumors are true then the Oculus CV1 is going to be it. I'm pretty poor at the moment, but after getting the DK2 and getting my VR feet wet I am willing to sell random shit in my house to afford a monster rig + headset that will play my VR space ships at the highest settings.
 

Jigorath

Banned
Would you buy it for live, in-person sports? VR documentaries? Whatever else kind of interactive film experiences? Consider that there are going to be viable options outside of gaming.

I don't know, maybe. I gotta wait to see everything they offer. Interactive film experiences sound interesting.
 

Krejlooc

Banned
I was actually thinking about that earlier; you need to be able to read (small) text; if not for games, it will be needed for subs in VR-cinema things

So, once you start thinking outside of the box, you start to grasp the power of VR. As an example, in VR cinema - there is no reason the subtitles need to actually be on the screen in the first place - they can exist as floating text in space physically outside the boundry of the screen itself.

This, of course, assumes your subtitles aren't actually part of the image itself.
 
Oculus or Vive. Most games will likely support both, so it comes down to which hits the best price/comfort, how superior Valve's tracking is and what the controller situation is upon release of both. I'd only consider Morpheus as an additional headset if Sony has some must-play exclusive software for it.

I was actually thinking about that earlier; you need to be able to read (small) text; if not for games, it will be needed for subs in VR-cinema things

I've watched video in the DK2 and I haven't had a problem reading subs if they're bold and white. The kind of small text that poses an issue for 1080p is text like in the Elite cockpits. Partially due to the colour, and because it's really thin and has a lot of aliasing. With headtracking though you can move closer and read it clearly. Not a perfect solution, but serviceable. I'd hope for better from a consumer headset.
 

DieH@rd

Banned
I will most likely get Morpheus for GT7, and one of the PC headsets [whichever is best/better supported between Oculus/Valve].
 

mrklaw

MrArseFace
my GTX970 can probably get away with games at lower settings, but how quickly will I need more power? I don't have an SLI capable setup either so adding another GPU will get expensive quickly
 

Krejlooc

Banned
I don't know, maybe. I gotta wait to see everything they offer. Interactive film experiences sound interesting.

One of the top projects Im interested in: David Attenborough is developing a documentary for VR. Planet Earth was basically the killer app for HDTV for me - it's what made me buy an HDTV, so I'm very excited about this. It's about the evolution of marine life, from simple single-celled organisms to modern sea life.

I think it might be the thing that legitimizes VR film to the mass public.
 

DieH@rd

Banned
Potential for what? It is on a close platform.

So was Wii, and it sold 100M because of its innovative control system. If the games and experiences are good, closed PS4 ecosystem will not be a problem. Devs will adapt, and customers will appreciate comfortable experience of VR.
 

Seanspeed

Banned
For one, there is wasted space on the 1280x1440 screen down the dividing line of the headset where the screen is unused entirely. Using dual screens, they can position the screens themselves so that the actual resolvable area of pixels is largely similar between the two.
That's a good point.

Perceived resolution is going to be pretty important to me, I imagine. I think the headset that provides the best sim racing experience is going to be hard to look away from. Being able to see as clearly as possible in the distance is fairly important(judging corners, braking points and when looking in rear view mirrors). Its also important to have a readable and unobtrusive HUD(so no ugly, distracting fonts and big, colourful letters just to get around resolution problems). And of course then there's navigating menus and dealing with all sorts of numbers on car setup screens and whatnot.
 
Being familiar with Gear VR, I don't think the resolution is significant. My minimal threshold is the ability to resolve text, because not being able to resolve text actually affects the way you design your game. Dk1 was unacceptable. You can resolve text with DK2. Everything else is just icing on the cake.
Text is pretty crap on DK2 tbh. Resolvable, particularly with good typeface/colour selection, but still crap. And while that may be one of the most important considerations for a game designer, resolution goes way beyond that for the user in terms of resolving distant detail. It should improve stereo depth perception at greater distances, and surely is more comfortable on the eyes as they deal with the accommodation/vergence conflict.

Even 1440p seems on the low side to me... I'm surprised that you're happy with something even lower.
 

ShinMaruku

Member
I'm interested in none.

Why? Cost is main issue and I don't everybody involved has come up with fixing the little things as of yet. But it's mainly cost if they want this to take off they need to mine the laggards and those people are extremely price sensitive.
 
Obviously we still need to hear the final specs and release dates of the hardware, but right now I'm interested in Morpheus as it's going to be a simple plug-and-play into my console of choice.

I have a gaming PC but it's not super powerful and I'm not interested in collecting all the software and performing all the required configuration to make it work.

Also, Morpheus is easily the best looking of the bunch.
 

Krejlooc

Banned
Text is pretty crap on DK2 tbh. Resolvable, particularly with good typeface/colour selection, but still crap. And while that may be one of the most important considerations for a game designer, resolution goes way beyond that for the user in terms of resolving distant detail. It should improve stereo depth perception at greater distances, and surely is more comfortable on the eyes as they deal with the accommodation/vergence conflict.

Even 1440p seems on the low side to me... I'm surprised that you're happy with something even lower.

I see these small increases in resolution like spitting in the ocean, they don't affect the utility very much from my perspective. The sort of gains I am looking for won't come until we're doing things like 4k x 4k per eye.

It's kind of like bragging about having 16 colors available instead of 8 back in the 8-bit days. Sure, it makes a difference... but when, as a designer, I'm longing for 32-bit truecolor, going from 8 to 16 isn't life changing to me. There are still obvious limits which affects my design.

I place accurate positional tracking as the top priority in VR for me. There is nothing better than inside-out positional tracking.
 

Man

Member
Morpheus because it's the only option that covers all major bases:
+ Plug & Play nature (Sony controls the complete ecosystem from hardware to software to input, all one console configuration)
+ Design & Comfort (weight resting on head, support for glasses, sleek design)
+ Official controllers
+ Great specs (120hz low-persistance oled, big tracking volume, binaural audio)
+ Sony's demos seems head & shoulders above competition atm (not to mention Sony having many large & small studios to tap)

Second choice is HTC Vive as their inside-out tracking w/lighthouse is a tech revolution. Official controllers is also a Good thing.
 

Majanew

Banned
So was Wii, and it sold 100M because of its innovative control system. If the games and experiences are good, closed PS4 ecosystem will not be a problem. Devs will adapt, and customers will appreciate comfortable experience of VR.

Yep. I can also imagine Morpheus sitting on shelves at retailers before Rift and Vive.
 
In Carmack I trust as he's always the smartest guy in the room & he seems reinvigorated by the Rift.

Just read this - which marks another VR tradegy - might set Microsoft's Hololens back a bit. RIP Mike Ey & Andrew Reisse.

Edit: Sorry to come in on such a morbid point.
 

Mihos

Gold Member
Morpheus is the sexiest, but Oculus and Vibe is what I am most interested in as the PC is the wild west of gaming.

The PC will have the most awesome, experimental, and user created content for sure
porn

I wonder how VR works for people with glasses.

so far, the headsets just fit right over them fine... in my wife's case, she can just adjust the lenses so she doesn't even need to wear hers. I am sure there are some other weird cases out there.
 
I'm interested in none.

Why? Cost is main issue and I don't everybody involved has come up with fixing the little things as of yet. But it's mainly cost if they want this to take off they need to mine the laggards and those people are extremely price sensitive.

I love technology but VR is a little too much of a stretch for me. I don't see how the cost is going to be worth it for a gamer.

Industrial applications aside I may give it a miss. I also get motion sickness so I can't see that helping either.
 
I see these small increases in resolution like spitting in the ocean, they don't affect the utility very much from my perspective. The sort of gains I am looking for won't come until we're doing things like 4k x 4k per eye.

It's kind of like bragging about having 16 colors available instead of 8 back in the 8-bit days. Sure, it makes a difference... but when, as a designer, I'm longing for 32-bit truecolor, going from 8 to 16 isn't life changing to me. There are still obvious limits which affects my design.

I place accurate positional tracking as the top priority in VR for me. There is nothing better than inside-out positional tracking.
Well that's fair enough. Users like Seanspeed and myself are looking for all the res we can get, being into driving sims, so priorities are probably different. Are you not expecting Oculus to go with inside-out tracking too?
 

Carn82

Member
So, once you start thinking outside of the box, you start to grasp the power of VR. As an example, in VR cinema - there is no reason the subtitles need to actually be on the screen in the first place - they can exist as floating text in space physically outside the boundry of the screen itself.

yeah, stuff like that can exist on a different plane than what you're used to. I'm looking forward to a HUD-display approach; you have your main 'viewport' (the world / track / video / enviroment); but you can go all out with all kinds of overlays, minimaps, menu's, that exist in that 3d-space
 

Krejlooc

Banned
Are you not expecting Oculus to go with inside-out tracking too?

I hope they do, but fear they won't until CV2. The design of Crescent bay - specifically the inclusion of a plate on the back to track - indicates they are sticking with outside-in positional tracking.
 
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