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How much would you pay for the Oculus Rift?

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  • VhayneVhayne Member UncommonPosts: 632
    Waterlily said:
    Vhayne said:

    What I want to know is....Of all of you who are bashing VR and saying it's stupid/silly/gimmick etc.....I want to know how many of you have actually TRIED the newer stuff.

    I don't need to try it to know I don't want a screen 2 centimeters from my eyeball.


    I use a 40" TV as my computer/console monitor and I sit 3 feet away from it, and I'm looking at it for hours and hours each and every day.  This has gone on for at least 6 years now.  I'm 38.  My eyesight is still 20/20. 

    Not sure if the VR stuff will hurt your eyes or not.  But I'd wager it has no real ill effects. 

  • FlyByKnightFlyByKnight Member EpicPosts: 3,967
    edited January 2016
    Why do they even call it "virtual reality"? I'd imagine virtual reality to be more like the holodeck in Star Trek or Danger Room from X-Men. Putting on a headset (90's again) seems like an insignificant step towards this.

    For gaming, until monitors that curve to cover a players field of view/peripheral vision and the cards needed to power them exist (and are affordable) this other stuff needs to be put to bed.
    "As far as the forum code of conduct, I would think it's a bit outdated and in need of a refre *CLOSED*" 

    ¯\_(ツ)_/¯
  • DeivosDeivos Member EpicPosts: 3,692
    I would honestly prefer to string multiple projectors together across the inside of a sphere to make a large seamless screen covering my full field of vision than futz about with a headset that doesn't notably change visibility/field of view particularly dramatically as compared to a monitor.

    "The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay

    "The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin

  • songofdeath1songofdeath1 Member UncommonPosts: 21
    edited January 2016
    Why do they even call it "virtual reality"? I'd imagine virtual reality to be more like the holodeck in Star Trek or Danger Room from X-Men. Putting on a headset (90's again) seems like an insignificant step towards this.

    For gaming, until monitors that curve to cover a players field of view/peripheral vision and the cards needed to power them exist (and are affordable) this other stuff needs to be put to bed.

    @FlyByKnight ;it's never about putting something on, it's about whether it feels real or not
  • songofdeath1songofdeath1 Member UncommonPosts: 21
    @Deivos ;with directx12, getting vr performance should be easier
  • Adjuvant1Adjuvant1 Member RarePosts: 2,100
    It's not as important, style-oriented or useful as a new cell phone. It's like a new light gun, power glove or ridiculous R.O.B. the robot (google it.). It's a peripheral "fancy". To compare it to a smartphone, it needs to have the practical usefulness of a hand-held device with extra memory and capability.

    You're comparing "carrying the internet in your hand" with this...



    ...and that's lame. It's a bad comparison and you should feel bad.

  • YakutoYakuto Member UncommonPosts: 61
    DMKano said:
    DMKano said:
    This thread contains some really fine examples of "I've made up my mind, don't confuse me with the facts" !

    It's almost as if some people fear this new tech, lol

    I don't think it's technophobia - for many it comes down to some obvious physical side effects after prolonged use (OR devkit 2, for example so not some ancient tech)

    - headaches, vertigo and nausea - happens within 20minutes, for some as little as 3-5min
    - pressure on face, neck strain 
    - feeling of claustrophobia
    - anxiety and restlessness

    etc...

    These get far worse if you are doing 1hour + sessions which when it comes to MMOs is pretty normal.


    People just don't want to experience being physically ill IMO


    My original comment was referring to the fact that so many people seem to think they know exactly what it's like using one of these sets, even though they've never been within 100 miles of one...

    When you automatically assume something "cannot work" without even trying it, that speaks of some very strong prejudice...


    Well I can only speak for myself - I've used OR devkit 2 on numerous occasions - and I get physically ill every time within 20minutes :/

    I don't have any issue gaming for 4+ hours on FPS games that usually cause nausea, I don't have any issue watching 3D movies either.

    This is a OR devkit2 specific issue for me, and from what I've seen first hand in my circle of friends - it is pretty common.

    Current VR displays have ways to go.
    It is true that the last test sets were not up to snuff, but the newest ones should be running at 90fps from what i was reading, and have a 1 to 2ms refresh rate, which is a lot better than the current ones. I admit, that while i did experience some nausea, it was from the low resolution of the test model (the new one has 2x +) and the crappy refresh rates/fps (which is also addressed in the new models. That being said, it is up to the developers to work with the technology to make sure that the software is there, and since it is something new that everyone is playing with, there are some small things that do cause problems. Think the newer sets that are being released are going fov of 100 as well. (at least the oculas from what i was reading.)
  • YakutoYakuto Member UncommonPosts: 61
    Simsu said:
    Until we get matrix style (full sensory) I wont pay a dime for it. Much like 3D tv, it's pretty meh in my book.

    Also, lulz at the idea that 2016 is the year of VR
    You tried it yet?
  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916
    If you've played a shooter or flight sim while using some kind of head-tracking tech, then you'll have a reasonable idea of the possibilities of a VR headset. The camera control is more natural in the case of VR.

    With normal head-tracking, you have to calibrate it carefully so that you can simulate looking behind you with just a slight twist of the head, because even though your head movements are tracked, the PC monitor will be in a fixed location in front of you.

    With VR, the screen is always in front of you, so the accelerometers in the headset simply adjust the camera-view as you look around you. Adjust the sensitivity of the meters, and you can amplify the camera movement so that a 90 degree turn of the head translates to 180 degrees in the game world.
  • QuesaQuesa Member UncommonPosts: 1,432
    edited January 2016
    VR is going to be the shit in Star Citizen.  It's actually the first game that looks like it would be unbelievably awesome AND have the necessary immersion aspects to take full advantage of the tech.
    Star Citizen Referral Code: STAR-DPBM-Z2P4
  • YakutoYakuto Member UncommonPosts: 61
    Nothing and if it's the year for VR it's going to be a flop. Nintendo glove, Xbox Kinect, Google Glass, VR headsets. They have one thing in common. They're interfaces with extremely limited application and huge drawbacks.
    Nintendo glove? "makes a frownie face" get it right bro. Its called the POWER GLOVE!!!!! ;) I had one as a kid hehehe.
  • YakutoYakuto Member UncommonPosts: 61
    SEANMCAD said:
    Regarding weight.

    Keep in mind guys that Motorcycle helmets weight far more than this headset. Weight should be struck off the list of concerns its silly. 
    So that is why everyone happily wears their bicycle helmets all the time. After all at around 1lb they are really light and offer great protection if you fall over or bump into something!

    No the weight of VR is a concern and your analogy is just silly.
    The Oculus Rift Crescent Bay weighs less than the 440g of the development kit (DK2) So, that is already under a pound and it weighs 25% less than that (couldn't find the source I had up earlier, but that makes it below a pound and if the 25% less was accurate (I know quoting the internet it a bad idea especially when I cant find what I was reading yesterday lol.) that would have the crescent bay version  (that is prototype of what is going to be released in q1 so expect more improvements to it) should weigh less than 3/4th of a pound. That is not much weight imo for a headset that lets you stand next to a space ship that is 200 stories tall.
  • ookibakaookibaka Member UncommonPosts: 38
    My college campus has an Oculus Rift that you can try and I had to hold on to the table cause I started get vertigo like feelings..  As much as I really want to play a game with it, I don't think my stomach could handle it.
  • SEANMCADSEANMCAD Member EpicPosts: 16,775
    Yakuto said:
    Simsu said:
    Until we get matrix style (full sensory) I wont pay a dime for it. Much like 3D tv, it's pretty meh in my book.

    Also, lulz at the idea that 2016 is the year of VR
    You tried it yet?
    I've tried it, I don't like it. I will be spending exactly zero on this new technology, same as I refuse to watch any film in 3D as I feel it detracts from my viewing enjoyment. Don't mind if other people enjoy VR but its just not for me. Those of you massive fans who seem to feel anyone who dislikes this technology must either be delusional or lying about ever having tried VR can shove your hostile opinions straight up your own ass. You are doing far more damage to your own cause than we few who refuse to adopt this tech.
    this is one of the most polite critical statements of VR on these forums.

    far beats all of them on this specific thread

    Please do not respond to me, even if I ask you a question, its rhetorical.

    Please do not respond to me

  • tawesstawess Member EpicPosts: 4,227
    ookibaka said:
    My college campus has an Oculus Rift that you can try and I had to hold on to the table cause I started get vertigo like feelings..  As much as I really want to play a game with it, I don't think my stomach could handle it.
    For most it is just a matter of adjustment. But if you are one of the unlucky few that simply will not be able to use a VR device (much like how some people can not watch 3D or well... conquer vertigo.) i guess there might be some kind of deep AR/surface VR to bridge the gap should it become a "must have" 

    This have been a good conversation

  • YakutoYakuto Member UncommonPosts: 61
    ookibaka said:
    My college campus has an Oculus Rift that you can try and I had to hold on to the table cause I started get vertigo like feelings..  As much as I really want to play a game with it, I don't think my stomach could handle it.
    While i hear what ya are saying, my buddy has severe vertigo and he still rides roller coasters, and still passes out at the top and screams like he is dying the whole time. lol Its not for everyone, but hehhe Generally speaking, this tech will be great for some and not for others, biology is a bitch some times. :P
  • zaberfangxzaberfangx Member UncommonPosts: 1,796
    Only problem with the New VR coming to the market if dev end up using older api other then DX12 or Vulkan then people going have to spending even more money to upgrade there hardware.
  • mgilbrtsnmgilbrtsn Member EpicPosts: 3,430
    I'm a second generation kinda guy.. who am I kidding, I love first generation stuff, even though it is always an initial let down.  Don't know how much I'll invest or if I'll go ahead and wait for 2nd Gen.

    I self identify as a monkey.

  • TokkenTokken Member EpicPosts: 3,651
    How Much Are You Willing To Pay To Get Into It? 

    $0.00

    Just does not interest me at all. I like the traditional ways of playing games. IMO


    Proud MMORPG.com member since March 2004!  Make PvE GREAT Again!

  • SEANMCADSEANMCAD Member EpicPosts: 16,775
    Only problem with the New VR coming to the market if dev end up using older api other then DX12 or Vulkan then people going have to spending even more money to upgrade there hardware.
    there is absolutely zero technical fact to that. VR is not dependent on the DirectX/OpenGL used

    Please do not respond to me, even if I ask you a question, its rhetorical.

    Please do not respond to me

  • YakutoYakuto Member UncommonPosts: 61
    SEANMCAD said:
    Only problem with the New VR coming to the market if dev end up using older api other then DX12 or Vulkan then people going have to spending even more money to upgrade there hardware.
    there is absolutely zero technical fact to that. VR is not dependent on the DirectX/OpenGL used
    Eah. I wouldn't say there is zero technical fact. We all know dx 12 if utilized gives you 10-25% more horsepower without any additional hardware just because its faster to get from point a to b. That being said, it is up to the software developers to use what they feel most comfortable with. I don't expect to see any made for dx 12 stuff for a while. There will be lots of things that upgrade to dx12 and you will get performance boosts out of it, but not any must have dx12 stuff for a while.
  • PhryPhry Member LegendaryPosts: 11,004
    edited January 2016
    Yakuto said:
    SEANMCAD said:
    Only problem with the New VR coming to the market if dev end up using older api other then DX12 or Vulkan then people going have to spending even more money to upgrade there hardware.
    there is absolutely zero technical fact to that. VR is not dependent on the DirectX/OpenGL used
    Eah. I wouldn't say there is zero technical fact. We all know dx 12 if utilized gives you 10-25% more horsepower without any additional hardware just because its faster to get from point a to b. That being said, it is up to the software developers to use what they feel most comfortable with. I don't expect to see any made for dx 12 stuff for a while. There will be lots of things that upgrade to dx12 and you will get performance boosts out of it, but not any must have dx12 stuff for a while.
    Mostly irrelevant, as VR is not dependant on Directx anyway, it will affect the games you use on it, but hardware wise, if your hardware is not capable of handling VR, then whatever version of Directx your using won't matter, and if your Hardware is capable of supporting VR, then what version of Directx is largely irrelevant.
    Not only that, unless Directx 12 reaches at least 80 percent of the instal base, then its unlikely that it will be anything other than 'supported' and is really a completely seperate thing anyway. As for what version of Directx developers will use, given that the PS4 is also launching a VR headset, i would imagine that any games will be ported from that to the PC version. Chances are any games for PC only on VR will be based on Directx 11, at least for the next 3 or 4 years, and thats totally assuming that it takes that amount of time for Win 10 to gain enough market share to make developing primarily for Directx 12 viable.
    Personally i see developers focusing on platforms other than Directx simply because its more likely to be useable over a wider range of OS's even within the Microsoft stable of OS's.

    Win 10 isn't doing all that well either, which is surprising, since it was a free OS for those with either Win 7 or 8.

    http://www.computerworld.com/article/3018812/windows-pcs/windows-10-powers-164m-pcs-at-end-of-15.html
  • QuesaQuesa Member UncommonPosts: 1,432
    Phry said:
    Win 10 isn't doing all that well either, which is surprising, since it was a free OS for those with either Win 7 or 8.

    http://www.computerworld.com/article/3018812/windows-pcs/windows-10-powers-164m-pcs-at-end-of-15.html
    Home users don't typically update their OS unless they buy a new PC and since new PC sales are really low...

    Also, enterprise purchases usually make up a large portion of sales but they just got done upgrading to 7 when XP was cut from the supported list.  Corporate IT is always hesitant (good thing too) about updating OS's when said OS is new.
    Star Citizen Referral Code: STAR-DPBM-Z2P4
  • QuesaQuesa Member UncommonPosts: 1,432
    As to this thread topic, Star Citizen is going to be awesome on VR.
    Star Citizen Referral Code: STAR-DPBM-Z2P4
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    edited January 2016
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