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First Look at the Rift, Shipping Q1 2016

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  • Malkmus1979Malkmus1979 Posts: 763
    Brain Burst
    SuperDre wrote:
    VizionVR wrote:
    If 1440 is incapable of 90hz+ then how did CB do it? Review after review of CB claimed at least 1440 plus 90 hz. Or is Oculus doing something else to make these reviewers believe a 1440 res?

    People where guestimating the resolution people who tried Vive DK said it looked similar resolution to CB even though it had a slightly wider FOV.

    That's something I'm really wondering about, why is Oculus going for more vertical resolution instead of going for more horizontal resolution, in most cases people seem to like a wider FOV..
    But it's true, Oculus never publicly said what the real resolution was of the CB, so it could be these double screens, but ofcourse it's also possible it was a single 2560x1440p screen inside the CB (as I believe there were different CB prototypes)..

    I don't have the quote offhand, but when people were trying the Vive (which has the same "taller" vs "wider" FOV) they said it was better because you tend to look up and down with your eyes more, and actually turn your head when looking side to side. Or something like that. Either way, it seems to have its benefits.
  • ThreeDeeVisionThreeDeeVision Posts: 2,087
    Wintermute
    I am guessing having two screens allowed them to get the most out of both screens, so there are less wasted pixels outside the lens FOV. The better pixel density and getting more out of the 1200p screen(s) should be a pretty substantial upgrade from the DK2.

    And there has to be a reason the Vive went with the same specs. It sounds like these screens are a good mix of resolution and refresh rate.

    I wonder if they did cascaded screens as well?
    i7 5960X @ 3.8 GHz | Corsair Vengeance LPX 16GB DDR4 PC2800 | GTX Titan X Pascal | Win 10 64 bit | Asus ROG PG348Q | EVGA X99 Classified
  • obzenobzen Posts: 713
    Nexus 6
    Availability I guess. also allows for a more curved form factor, instead of that blocky face mask. Wonder if you can make gains in comfort and bulk by orienting the screens and optics slightly inwards.
    DK1 FREAK...Ntbt8Ya.gif
  • schmeltzerschmeltzer Posts: 298
    Art3mis
    JET wrote:
    So many people here are missing the point on the resolution. The issue is that you need silky-smooth refresh rates in VR. DK2 was 75Hz, CV1 is 90Hz. Right now, there is no display technology that can handle a higher resolution than Rift at 90Hz. 1440p screens are 60Hz. That will get you the dreaded "judder" that so many people complain about. It's good enough for GearVR because that's all there is, but I'd much rather have CV1 resolution at 90Hz than GearVR resolution at 60Hz.

    NVidia's latest drivers, released yesterday, do not support 90Hz at any resolution beyond CV1. HDMI 1.3 does not support 90Hz at any resolution beyond CV1. They are hitting the absolute ceiling of current technology. Once panels improve, drivers improve, and HDMI improves, the resolution will improve. That's what CV2 - x are for, right?

    Persistence is also the reason Sony is incorporating frame-doubling tech into Morpheus. 60Hz is not good enough, so they're doing internal processing to interpolate up to 120Hz (I believe you can also render natively at 120Hz, at the expense of a lot of graphic detail). Interpolated 120Hz is still not as good as native 90Hz, though.

    Based on what we know, CV1 will have exactly what Oculus claims it will have - the best VR display of any headset.

    Thanks for this post Jet, that clears things up for me. I was wondering why they wouldn't go to at least a 1440p screen, but if they are all 60Hz refresh, that would explain it. That would explain why Vive went with the same resolution as well.

    Having the Vive and Rift share specs will also help with software compatibility.

    If this is true and for arguments sake let's assume this is true, chances are slim that we will have a Conumser Vive with a higher resolution than the devkit. Where to find a 1440p 90 Hz screen within this very limited timeframe?
  • Kalec84Kalec84 Posts: 574
    Trinity
    Any other news?
    Like, when we can start preordering?
    My DK2 want to know his son...
    :P
  • kojackkojack Posts: 6,469 Volunteer Moderator
    I don't have the quote offhand, but when people were trying the Vive (which has the same "taller" vs "wider" FOV) they said it was better because you tend to look up and down with your eyes more, and actually turn your head when looking side to side. Or something like that. Either way, it seems to have its benefits.
    I read this somewhere too, it said something about being able to easily see your feet helps make the experience more comfortable when moving around. Or something like that.

    One possible technical reason for going for this screen arrangement is due to the fact that high res panels aren't available in landscape orientation (pretty much every panel over 720p is intended for a phone). The DK2 has a portrait mode screen mounted sideways, requiring rotation of the image before display (by the drivers in extended mode or the oculus sdk in direct mode). Plus frame tearing (when vsync isn't uses) goes across rather than down, causing eyes to be out of sync.

    Having dual portrait screens means no rotation needs to happen, they just need to split the input to two panels, which should simplify things.
  • SuperDreSuperDre Posts: 30
    kojack wrote:
    I read this somewhere too, it said something about being able to easily see your feet helps make the experience more comfortable when moving around. Or something like that.

    One possible technical reason for going for this screen arrangement is due to the fact that high res panels aren't available in landscape orientation (pretty much every panel over 720p is intended for a phone). The DK2 has a portrait mode screen mounted sideways, requiring rotation of the image before display (by the drivers in extended mode or the oculus sdk in direct mode). Plus frame tearing (when vsync isn't uses) goes across rather than down, causing eyes to be out of sync.

    Having dual portrait screens means no rotation needs to happen, they just need to split the input to two panels, which should simplify things.

    But the vive uses these displays in landscape mode, and seeing your feet (unless it's virtual) isn't a good thing IMHO, it would mean the vizor isn't close enough to your face.

    I don't think with the new displays used tearing would be a problem (unless as a developer you put it in there yourself), I think the displays used will use something like AMD's Freesync or nvidia's G-sync, they are special low latency .. Also from software side there isn't really a difference in speed if you render something portait or landscape.
    DK2 CPU: i7 4770K Mem: 16GB GPU: GTX760 2GB OS: Windows 8.1 pro x64
    Controllers: Wireless xbox360 controller, Logitec Extreme 3D Pro, Logitec Momo steeringwheel, LeapMotion
  • Malkmus1979Malkmus1979 Posts: 763
    Brain Burst
    SuperDre wrote:
    But the vive uses these displays in landscape mode

    No they don't.

    http://www.tested.com/tech/concepts/504 ... takeaways/
    Valve’s design actually arranges the two screens in portrait orientation, extending the vertical FOV. Simply, the image is taller.
  • SuperDreSuperDre Posts: 30
    SuperDre wrote:
    But the vive uses these displays in landscape mode

    No they don't.

    http://www.tested.com/tech/concepts/504 ... takeaways/
    Valve’s design actually arranges the two screens in portrait orientation, extending the vertical FOV. Simply, the image is taller.

    So that means there isn't a real difference between de vive and the oculus in regard to the screens, they'll both use exactly the same screens (can't believe there would be 2 different suppliers with the same odd resolution at this time)..
    DK2 CPU: i7 4770K Mem: 16GB GPU: GTX760 2GB OS: Windows 8.1 pro x64
    Controllers: Wireless xbox360 controller, Logitec Extreme 3D Pro, Logitec Momo steeringwheel, LeapMotion
  • AlricAlric Posts: 112
    Hiro Protagonist
    Yup, I strongly believe after the initial confusion of some websites stating the vive resolution at the wrong orientation that actually the vive and cv1 will use identical screens. It's now down to ergonomics, drivers, sound, input, content, lenses & price.
  • willstewillste Posts: 675
    Brain Burst
    Well this is not surprising at all. HTC sources its displays mostly from Samsung. Though I hear they are trying to shift to alternatives since Samsung is a direct competitor. So whatever screen Oculus gained rights to for CV1, HTC probably was able to get through its long standing partnership. So yeah it is probably literally the same screen.

    Kind of funny really, but not surprising. Sony makes its own screens so their solution will be different.
  • Kalec84Kalec84 Posts: 574
    Trinity
    any news about the price and when the preorders will start?
  • AlricAlric Posts: 112
    Hiro Protagonist
    Not yet, I imagine the next solid news will be the conference a couple of days before E3 or at E3. Not long to wait.
  • Glad to see the great information here.
    U am new member. Thanks for posting.
  • RiftXdevRiftXdev Posts: 847 Poster of the Week
    Waiting with a handful of cash to throw at a preorder button

    Hopefully it's a hidden little orange dot instead of a 'Order now' button, like DK2 had, I love an easter egg hunt!

    Maybe they should make you find keys and open gates to get to a pre order button.
    DK1 | DK2
    "The question isn't who is going to let me but rather who is going to stop me"
  • Equipment for gaming, i want this. :oops: :oops: :oops:
  • everygamereverygamer Posts: 88
    NerveGear
    The big question is 1080p or 4K (2K)? My GTX 980 wants to know!
  • drashdrash Posts: 2,849
    Neo
    everygamer wrote:
    The big question is 1080p or 4K (2K)? My GTX 980 wants to know!
    This was already announced a while back: Dual 1080x1200 screens (same as Vive).
  • OcuronOcuron Posts: 4
    I wonder how strong the sense of presence will be. Will it make you forget you are wearing a mask or will it feel like you are swimming everywhere (because of the mask)?
  • gonkgonk Posts: 34
    Looks very nice, I am glad they added IPD adjustment, just disappointed they could not incorporate focus adjustment as well. Obviously some technical difficulties, so I will now wait and not pre-order. My glasses cost a lot of money, now I feel this will increase the risk of scratching them.

    I hope CV2 solves the focus problem (lack of). I have a sony HMZT1, which I sold, as I hated wearing them with my glasses. Lets see how the independent reviews go.
  • Hey all, been searching this thread and I was wondering if anyone knows if we will need to buy the retail version or can we use our Dev kit 2's? Has anyone seen anything about this?
  • NjayNLNjayNL Posts: 137
    Art3mis
    Guys,

    i was wondering my rig is it ok for oculus?

    Core i5 4670K (better then the rec specs for the cpu)
    8GB DDR3 RAM
    Windows 8.1 (going to 10)
    AMD 280x XFX Double blabla :)

    I know oculus said upgrading to at least a 290 ... but my guess is i should better wait and see what nvidia or amd releases in the next upcoming months right?
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    The 280x is slightly below the spec, but I would probably hold off on purchasing a video card for CV1 until closer to the launch next year as there will be more/cheaper cards by then.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i
    Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
  • lmaceleightonlmaceleighton Posts: 293
    Hiro Protagonist
    I have that exact 280x in my machine, and with 'most' things it works very well as long a things are optimized, but I am getting a new card too for CV1, but the great thing about the XFX card like this is resell-ability.

    ~B
  • kevingullingkevingulling Posts: 86
    Hiro Protagonist
    Will the preorders only be available from the oculus website, or are they going to be available in stores, like Wally world or gamestop?
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    @kevingulling: No details have been announced yet. Please stay tuned.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i
    Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
  • StilgarStilgar Posts: 47
    Though I would really appreciate a dedicated pre-order program for those how supported Oculus by funding through Kickstarter and/or buying the DK1 and/or buying the DK2.

    Having started with VR devices 1996 and after the last 3 years, the CV1 will be my personal gadget for closing the first chapter of this tech. ;)

    Stilgar
    Dev. Kit Order # 58101
    Dev. Kit 2 Order # 184955
    CV1 Order # 61300003xxx143 (cancelled)
    Germany
  • MetakMetak Posts: 11
    It's kinda funny they started with vr so long ago and then no vr was in plans till the last 3 years. Like nobody had wish to create anything till gpus got strong enough to make it looks realistic.
  • obzenobzen Posts: 713
    Nexus 6
    It's not just the gpus, it's also the mobile tech. High ppm screens, cheap and accurate orientation tracking. Now, VR will probably become an industry of its own.
    DK1 FREAK...Ntbt8Ya.gif
  • I think there's been a window where Oculus-level VR was possible with modern technology for the last 5-10 years, depending on the compromises people are willing to make. The tech has just been getting better and more affordable, until finally it reached the point where a dedicated enthusiast with a lot of community support was able to make it happen and kickstart the industry.

    It could have been another 5+ years before the megacorps finally got their acts together and made something like this on their own..
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