So about VR...

Ciggavelli

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How about when you're engrossed or w/e, how do you at least become aware of things you can't see/hear?? Like I usually play games in my room and at first my bedroom was setup so that my door was to my back and I didn't like it. I know have the door to my left and it's in my peripheral vision so that's good but with VR on I fear this will be worse.
The Vive does a great job telling you when you are about to hit a wall or a chair or whatever. It puts up a light blue wall whenever you get close to something. The headphones are just earbuds, so you can still hear things when you're playing. You setup the room by outlining the space with your controller. When you're about 2 feet away from an obstruction, the blue wall comes up. I've played for hours now and haven't hit anything in my living room yet (and it's pretty cramped)
 

Fatboi1

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The Vive does a great job telling you when you are about to hit a wall or a chair or whatever. It puts up a light blue wall whenever you get close to something. The headphones are just earbuds, so you can still hear things when you're playing. You setup the room by outlining the space with your controller. When you're about 2 feet away from an obstruction, the blue wall comes up. I've played for hours now and haven't hit anything in my living room yet (and it's pretty cramped)
So from what you've tried, would you say the actual unit is great but that the software as of now is lacking(for the Vive specifically..)? As is with future software of course, would you see this as something you can find yourself still using years from now?
 

Ciggavelli

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So from what you've tried, would you say the actual unit is great but that the software as of now is lacking(for the Vive specifically..)? As is with future software of course, would you see this as something you can find yourself still using years from now?
The hardware is very finicky to start. I have to reset it like 5 times every time I start it. I talked to HTC and I might have a bad unit. We're doing some testing when they call me tomorrow or the next day. I definetly have a defective controller though.

The controllers really remind me of Wiimotes. They're gimmicky. I want to play games with a traditional controller (like the Rift).

The resolution is a big disappointment. It's literally like like looking through a screen door. The Rift has the same resolution too, so I don't expect anything better there. Maintaining 90fps in games is easy as hell with my setup. Plus, the games out so far are not graphically intensive. I don't see myself using the Vive much until "real" games come out. It's just a novelty item right now that will collect dust. Why Valve hasn't made their games Vive compatible is beyond me. The compatible with the rift. Why not the Vive?

Since the Rift has been in developers' hands longer, it has a lot more supported games. And we're talking real games too. I expect to be playing it a lot more than my Vive, once it arrives (which should be by the end of the month).

I can't recommend anybody but enthusiasts to buy the Vive right now. The games just aren't there. I regret my purchase.

Plus, resolution is a big problem with this first gen of VR headsets. You get used to it, but the screen door effect is real. Gen 2 and 3 will be better.

For the average consumer, I say wait on VR. It's nothing but a novelty item right now. The Rift might change my mind, since it has "real" game support, but we'll see...
 

Fatboi1

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The hardware is very finicky to start. I have to reset it like 5 times every time I start it. I talked to HTC and I might have a bad unit. We're doing some testing when they call me tomorrow or the next day. I definetly have a defective controller though.

The controllers really remind me of Wiimotes. They're gimmicky. I want to play games with a traditional controller (like the Rift).

The resolution is a big disappointment. It's literally like like looking through a screen door. The Rift has the same resolution too, so I don't expect anything better there. Maintaining 90fps in games is easy as hell with my setup. Plus, the games out so far are not graphically intensive. I don't see myself using the Vive much until "real" games come out. It's just a novelty item right now that will collect dust. Why Valve hasn't made their games Vive compatible is beyond me. The compatible with the rift. Why not the Vive?

Since the Rift has been in developers' hands longer, it has a lot more supported games. And we're talking real games too. I expect to be playing it a lot more than my Vive, once it arrives (which should be by the end of the month).

I can't recommend anybody but enthusiasts to buy the Vive right now. The games just aren't there. I regret my purchase.

Plus, resolution is a big problem with this first gen of VR headsets. You get used to it, but the screen door effect is real. Gen 2 and 3 will be better.

For the average consumer, I say wait on VR. It's nothing but a novelty item right now. The Rift might change my mind, since it has "real" game support, but we'll see...
That's what I was saying where others said the PSVR screendoor effect is much less pronounced because of the type of screen, not resolution. Hence why the "bu bu resolution" comments about PSVR is senseless as it doesn't necessarily translate to what you're talking about being less pronounced.

With less per-eye resolution than the other two (1080×1200 for Rift and Vive, 960×1080 for PSVR), the displayed imagery is noticeably less crisp than that of the Vive or Rift. That said, Sony has somehow solved the issue of the dreaded “screen-door effect” almost completely. For those not familiar with this common gripe about current generation VR headsets, the screen-door effect refers to the visible black space between the pixel elements that make up the images in a head-mounted display [HMD]. Others have attempted to mitigate the effect by arranging screen pixels in non-grid patterns such as the pentile pattern employed by Oculus and HTC. How Sony has managed to implement a nearly continuous tone display is something of a mystery – especially given the lower resolution – but they have, and it is good. The softness however, remains. It’s hard not to think about how amazing the crisper displays of Vive and Rift would look without the screen-door artifacting, and I’m sure they’re both working on it.

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Refresh Rate
The other place where Sony seems to be way ahead of the crowd is in refresh rate. Often mistakenly tied to frame rate (more on that later), refresh rate refers to the time a single pixel takes to change state when fed a new frame. Low refresh rates cause subtle smearing when objects traverse the screen, which is particularly problematic in VR, since every move of one’s head will cause their entire world to traverse and smear. This results in quicker HMD fatigue in the best cases and disorientation and nausea in the worst. The PSVR displays feature a refresh rate of 120hz, compared to 90hz for Rift and Vive. The difference is noticeable. My demo was high-energy and frenetic with my head whipping around for about ten minutes – truly a worst-case scenario for refresh rate – and I never experienced the slightest discomfort.
Click to expand...
IRL Review of the PSVR from GDC16 - TurboSquid Blog
 
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daze23

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The Vive does a great job telling you when you are about to hit a wall or a chair or whatever. It puts up a light blue wall whenever you get close to something. The headphones are just earbuds, so you can still hear things when you're playing. You setup the room by outlining the space with your controller. When you're about 2 feet away from an obstruction, the blue wall comes up. I've played for hours now and haven't hit anything in my living room yet (and it's pretty cramped)
I'm saying it would be helpful if you want to grab your drink, blunt, etc
 

Data-Hawk

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Bought a VR headset for my iPhone( yeah yeah not the samething ). It's fun for the 1st few hours. Boring afterwards. Neck start hurting.. Lol
 

The Devil's Advocate

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Early adopters appear to be :ld: about it so far?

I just looked at a ton of footage and starting to question my decision to pre-order all these damn PlayStation VRs :patrice:
there's a sucker born every minute... and 99% of them will be on ebay, paying triple what you paid... you'll never regret buying those things
 

CookisaCac

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Wait

People are judging VR off of videos they watched of it?

That's like watching a video clip of a 4k video on a 1080p screen and saying it sucks
 

Kaypain

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how long before we get this shyt
tumblr_mjzejgHAt41r4nxqoo1_500.gif
 

illadope

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Cac was really trying to avoid touching that head pause
He's Australian he knew better. But nah that guy is dope he created that whole lil suite from the ground up pretty quickly. I guess all these VR companies been throwing $$$ at him to make some exclusive shyt.
 

Fatboi1

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Many people who preordered the Oculus Rift will be waiting significantly longer than expected. After announcing delays because of an "unexpected component shortage," Oculus has now updated the expected ship dates for customers' virtual reality headsets, pushing some back by a month or more. As detailed on a Reddit thread, people who ordered on the first day (sometimes within the first hour) have gotten new ship dates that range from May to June. The very first Rift headsets shipped in late March.

Oculus sent emails to Rift buyers in early April, informing them that filling orders was taking more time than expected and promising new estimates soon. Unsurprisingly, early adopters aren't happy. While there have been attempts to methodically reverse-engineer details that could reveal Oculus' shipping plans, there's not an obvious pattern to how long a given Rift is delayed. Some people have reported getting bumped from March to early May or even June, while others have reported getting May orders delayed only until June — which would make sense if Oculus is planning to have ramped up production by early summer. (For reference, I ordered a Rift about 20 minutes after preorders opened, got an April ship date, and have a new estimate of May 16th to 26th.) If you order a Rift right now, Oculus estimates an August arrival.

We've reached out to Oculus for details about the average delay that Rift customers can expect. We've also asked how this affects people who bought Oculus Rift PC bundles, which opened for preorders separately, and whether it means that retail units will be arriving in stores before they come to early customers. Oculus isn't charging for preorders until they actually ship, so at the very least, no one is paying for something they haven't received — and anyone who waits is getting their $50 shipping fee waived on the $600 order. Oculus has said that the free units that original Kickstarter backers are receiving come from "a different allocation," so they hopefully won't face the same delays.


Damn a lot of people don't even have their Rifts yet.
 
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