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Oculus Rift Display Quality: Horrible

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  • nAV2016nAV2016 Posts: 516
    Trinity
    Zenbane said:
    If it really looks like that in your Rift then there's something seriously defective with either the VR device itself or your PC. Although I'm pretty sure at this point you're just having fun saying stuff on a forum; not really sharing anything realistic.

    My screenshots depict exactly what I see with my Rift being worn.
    thats positive...and encouraging
  • MorgenKellMorgenKell Posts: 107
    Art3mis
    Zenbane said:
    If it really looks like that in your Rift then there's something seriously defective with either the VR device itself or your PC. 
    Or his eyes, or mind...
  • ApplecorpApplecorp Posts: 741
    3Jane
    nAV2016 said:
    Applecorp said:
    From what I have gathered there is an improvement in the screen door effect but it isn't significant, it's still there.
    lets hope for the best buddy. I have a feeling we going to have to use the pixel density setting thing..lol
    What's that and how do you do it?
  • Techy111Techy111 Posts: 6,148 Volunteer Moderator
    @Applecorp download the sdk and it's in there. Set it to 1.5 to start and see how you got on ;)
    A PC with lots of gadgets inside and a thing to see in 3D that you put on your head.

  • TwoHedWlfTwoHedWlf Posts: 2,234 Valuable Player
    I find I only notice the individual pixels when there's something small off in the distance.  They are definitely visible, but the division between them isn't that clear.  Certainly not a black line like Aroddo's screenshot.  Closer objects, especially ones wit a more complicated texture?  Totally unnoticeable.
  • nAV2016nAV2016 Posts: 516
    Trinity
    edited June 2016
    Techy111 said:
    @Applecorp download the sdk and it's in there. Set it to 1.5 to start and see how you got on ;)
    Download the SDK is that the oculus software? and how exactly do we access it..i never used it before. I wanted to wait for the CV1 and not ruin any expectations. Yur help would be apprecaited. :)
  • nAV2016nAV2016 Posts: 516
    Trinity
    Applecorp said:
    nAV2016 said:
    Applecorp said:
    From what I have gathered there is an improvement in the screen door effect but it isn't significant, it's still there.
    lets hope for the best buddy. I have a feeling we going to have to use the pixel density setting thing..lol
    What's that and how do you do it?
    No idea, was hoping it wont be needed to be honest!
  • MorgenKellMorgenKell Posts: 107
    Art3mis
    edited June 2016
    nAV2016 said:
    Applecorp said:
    nAV2016 said:
    Applecorp said:
    From what I have gathered there is an improvement in the screen door effect but it isn't significant, it's still there.
    lets hope for the best buddy. I have a feeling we going to have to use the pixel density setting thing..lol
    What's that and how do you do it?
    No idea, was hoping it wont be needed to be honest!
    http://www.roadtovr.com/improve-oculus-rift-game-image-quality-using-this-tool-oculus-debug-tool/

    With the raw power of the new generation Pascal GPU it should be a nice option ;)
  • EliteSPAEliteSPA Posts: 1,560
    Project 2501
    First VR for consumers..... do you have 4 gtx 1080 in sli to run 2x 4k resolution now? dont think so, its not oculus fault, its the tech we have today. Btw you have  something called  "debug tool" to increase the pixel density, btw I still think people dont know what they are buying...
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  • CharlieHobbesCharlieHobbes Posts: 555
    Neo

    This entire thread is hilarious.

    Apart from the obvious hyperbole it just shows that the OP did no research nor had any experience with a VR HMD in the past 2 years.


    Additionally based of the specs that were floating around and confirmed at the time of CV1 release the OP could have known what was coming.


    With all due respect, please go back to your Xbox.

  • nAV2016nAV2016 Posts: 516
    Trinity
    nAV2016 said:
    Applecorp said:
    nAV2016 said:
    Applecorp said:
    From what I have gathered there is an improvement in the screen door effect but it isn't significant, it's still there.
    lets hope for the best buddy. I have a feeling we going to have to use the pixel density setting thing..lol
    What's that and how do you do it?
    No idea, was hoping it wont be needed to be honest!
    http://www.roadtovr.com/improve-oculus-rift-game-image-quality-using-this-tool-oculus-debug-tool/

    With the raw power of the new generation Pascal GPU it should be a nice option ;)
    thanks buddy
  • AroddoAroddo Posts: 46
    Brain Burst
    Zenbane said:
    If it really looks like that in your Rift then there's something seriously defective with either the VR device itself or your PC. Although I'm pretty sure at this point you're just having fun saying stuff on a forum; not really sharing anything realistic.

    My screenshots depict exactly what I see with my Rift being worn.
    Nope, this isn't fun at all.
    There is a clearly visible screen door effect. It is less prominent in motion, but in any situation that requires a static view (like reading), it is clearly there.

  • MorgenKellMorgenKell Posts: 107
    Art3mis
    edited June 2016
    Aroddo said:
    Zenbane said:
    If it really looks like that in your Rift then there's something seriously defective with either the VR device itself or your PC. Although I'm pretty sure at this point you're just having fun saying stuff on a forum; not really sharing anything realistic.

    My screenshots depict exactly what I see with my Rift being worn.
    Nope, this isn't fun at all.
    There is a clearly visible screen door effect. It is less prominent in motion, but in any situation that requires a static view (like reading), it is clearly there.

    Yeaps like all previews & reviews in the world have already noted. I think your reading problems existed long before you received your Rift 
  • Percy1983Percy1983 Posts: 1,410
    Wintermute
    Aroddo said:
    Zenbane said:
    If it really looks like that in your Rift then there's something seriously defective with either the VR device itself or your PC. Although I'm pretty sure at this point you're just having fun saying stuff on a forum; not really sharing anything realistic.

    My screenshots depict exactly what I see with my Rift being worn.
    Nope, this isn't fun at all.
    There is a clearly visible screen door effect. It is less prominent in motion, but in any situation that requires a static view (like reading), it is clearly there.

    Are you sure you have a CV1 and not a DK2?

    I will say if I look for the SDE I can find it but if I just get on with it I don't see it.

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  • Mr.CreepyMr.Creepy Posts: 792
    Neo
    Well you knew the resolution didn't you? Funny you talk about bad quality when what you have bought is actually high quality.
  • NickytheHuttNickytheHutt Posts: 166
    Art3mis
    edited June 2016
    Aroddo, I think we are experiencing the same thing, but feeling differently.

    I received my Rift on Monday and before that friends warned me about degraded graphics (pixel definition, screen door effect, god rays, blurs, etc.), and I got it confirmed with compact camera stills of the display through either lens.First try I had trouble fully enjoying the experience, overall positive but the degraded graphics bothered me. I have been used to watch 1080p for over a decade, and I feel it's really sad that any flat display at a distance between 50cm to 3 meters and above is better defined than the Rift. The Rift tries to achieve something else than monitors or TV's, to cover a large field of vision without weighing 6kg on my head. Given that no consumer VR headset has a higher resolution display they kind of succeeded given the current tech and optics.

    Now that there are some people who don't feel the same way doesn't mean you and I should get rid of our HMD, it means that there's wiggle room to lower our current demands, get used to it or tweak the pixel render in the game or the debug tool. 

    None of this is advertised, no shit, but if you buy spend 700€ and you care about those 700€ (some people are into spending for the hell of it) you should at least have done some research to either buy with awareness or wait a few years for the tech to mature. And now, you should really calm down and admit some consumer responsibility because you're making it easy for everyone to think you're an idiot, which I'm sure you are not.
  • AroddoAroddo Posts: 46
    Brain Burst
    @Percy1983
    how can i find out if my Rift was manufactured with sub par components?
    anyway, will try again this evening with some other demos. first impression was quite a let-down.

    @NickytheHutt
    Thing is, you find out about the screen door effect way way harder than you find out about how awesome the immersion is, or how some people experience nausea.
    And it is quite easy for veteran users to paint someone else as an idiot if he didn't spend a bulk his free time on oculus forums.
    To me this stinks like people wanting it to be better than it really is.

    Fact of the matter is: People expect sharp images and what they get is a CRT TV with scanlines. In perfect 3D.

  • dippaaudippaau Posts: 5
    NerveGear

    I agree with you Aroddo but think CardinalStorm summed up my take on the low res and SDE a few pages back as well as NikkyTheHutts in his comments above.

    I see the SDE as soon as i put on the rift and would have also loved the res to be just a bit higher, to help with sims especially with viewing objects at a distance. But saying that the Rift gives a great experience, after gaming for over 20 years its something completely new. 

    Aroddo give it a chance, check out the different experiences to see what might pull you in so you stop focusing on the res and SDE, for me cockpit games even with the negatives still have the rift winning over a monitor. Luckys surprised me of a genre I didn't think would interest me but now would to see something in the same style but more mature with some good ol'blood and guts.

    The more I use the rift the more I focus on its positives and that VR immersion, and Ive been running a sub par video card (R9 280x), till tomorrow when hopefully a 1080 rocks up to give me better graphics and supersampling to smooth out all those jaggies!

    Also the Touch, it's going to add that extra immersion when it finally lands, I think Vive did the smart thing including their hand controllers, you really feel like you are missing out not having your hands present in VR... but hopefully its worth the wait!

    If you still find the res and SDE bug you after giving it some time definitely sell it while its still worth a bit and wait for gen 2, for me the Rift was a massive indulgent buy, its a luxury and its first gen tech but I'm enjoying it and getting more out of it as I play around. Interestingly i read that the PS3 apparently will not have any SDE.

  • NickytheHuttNickytheHutt Posts: 166
    Art3mis
    edited June 2016
    Aroddo said:
    (...)
    @NickytheHutt
    Thing is, you find out about the screen door effect way way harder than you find out about how awesome the immersion is, or how some people experience nausea. 
    And it is quite easy for veteran users to paint someone else as an idiot if he didn't spend a bulk his free time on oculus forums. 
    To me this stinks like people wanting it to be better than it really is.

    Fact of the matter is: People expect sharp images and what they get is a CRT TV with scanlines. In perfect 3D.

    That it is harder to find out that is true, I found out about the pixel degradation by being a regular visitor in the Elite: Dangerous forums and looking for honest feedback. The drawbacks of the tech were definitely not out in the open unless you looked for it, and I presume that "people" are diverse, some got past the pixel degradation or SDE immediately, others didn't, but fact is: those who can't get past it should have gotten the info easily that 2160x1200 is NOT pretty if the screen is sticking right in your face.
    What that high resolution really does however is tax the graphics card severely so you can't even supersample/antialias comfortably without frame drops and consequent nausa. I have a 730€ graphics card and I can't do that in every game/app.

    They shouldn't boast about the 2160x1200 resolution unless it is higher than the one that would be the perceivable equivalent of say a flat screen's 1920x1080. It's definitely better than DK2, so they might want to boast that the CV1 is better than DK2 but DK2 is a developer tool and shouldn't be taken in account in anything.

    In the same fashion I also suspect that many overwhelmingly positive reviews of the CV1 were written by owners of DK1 and DK2, in which case they base their impressions on an already pre-existing tolerance for SDE and degraded definition.

    I like the Rift, I know its drawbacks and I think they're a problem but the solution is a very recent overclocked 700€ graphics card solution, a headset display that doesn't yet exist, and multi-card support (SLI/Crossfire). Right now we're buying tech that's as good as it can get in the year 2016.
  • MorgenKellMorgenKell Posts: 107
    Art3mis
    edited June 2016
    I seriously doubt 2017 CV2 will have a serious resolution upgrade.

    GTX 10X0 should barely have the power to render the last AAA 3D engines in CV1 resolution at 90fps so I'm ready to bet the CV2 will be a cheaper CV1.

    2018 with 2d Gen Pascal GPU we may considered a CV3 with real upgrade resolution but how many people will have a Pascal GPU at this time ? With Xbox Scorpio probably on par with GTX 1070 (even If i don't believe their 6 teraflop GPU in an under 700$ box) I see the actual resolution stay for 2/3 years 
  • NickytheHuttNickytheHutt Posts: 166
    Art3mis
    edited June 2016
    I seriously doubt 2017 CV2 will have a serious resolution upgrade.

    GTX 10X0 should barely have the power to render the last AAA 3D engines in CV1 resolution at 90fps so I'm ready to bet the CV2 will be a cheaper CV1.

    2018 with 2d Gen Pascal GPU we may considered a CV3 with real upgrade resolution but how many people will have a Pascal GPU at this time ? With Xbox Scorpio probably on par with GTX 1070 I see the actual resolution stay for 2/3 years
    It's somewhat true that upgrading the resolution of the headsets is an economic mistake if the wide market cannot adopt it. 

    It could also be a software challenge: optimization and super-sampling. 

    If you take Elite: Dangerous for example, its planets expansion recommended a GTX 980 graphics card which is higher than Oculus' requirements, which threw the game "out of scope" for the Oculus store.

    By the time Elite made the Oculus Store the developers made drastic changes to the game's 3D engine in order to render planets optimally at higher framerates without loss in visual quality, as well as "VR low/high" presets in the game that allowed viable conditions with a GTX 970 in VR and XBox One. The game made it "in scope", by overcoming a software challenge. 

    Optimization can give us the headroom needed to super-sample the render, and play more comfortably with the Rift and current hardware. 
  • MorgenKellMorgenKell Posts: 107
    Art3mis
    edited June 2016
    GTX 1080: Witcher 3 - probably one of the best 3D engine out there. With last patches he's perfectly optimised: 2560x1440 Highest detail setting: 60 fps.- 3840x2160: 50 fps

    I actually think they have everything to gain by keeping the current resolution for 2/3 years and to play with the supersampling
  • AroddoAroddo Posts: 46
    Brain Burst
    @dippaau
    we'll see.
    This post is a first time user impression, after all. It was written under shock.
    I'll give it a try when back from work and maybe order some contacts instead of glasses.
    Maybe some enjoyment can be found despite the abysmal graphic fidelity.
  • MorgenKellMorgenKell Posts: 107
    Art3mis
    My first step in VR was cardboard with a Nexus 5. CV1 graphic fidelity is incredible - for VR ;)
  • MorgenKellMorgenKell Posts: 107
    Art3mis
    edited June 2016
    We must just accept that the trade off for 1/1 scale + perfect 3D + perfect headtracking + perfect handtracking (with touch) is to return 10 years back in graphics
  • plogarnplogarn Posts: 23
    Brain Burst
    I do see the diagonal lines quite prominently especially in some scenes, but most of the time I forget about them since the RIFT IS SO DAMN AWESOME !!
  • Lemming1970Lemming1970 Posts: 681
    Neo
    Aroddo said:

    Fact of the matter is: People expect sharp images and what they get is a CRT TV with scanlines. In perfect 3D.

    Yep, that's what you get if you put a HD monitor on your eyeballs, Once you come to terms with that life will get a lot easier.

    Your image above is actually a fairly good example of how it looks, Although a little exaggerated, and of course on a still image.

    Now you have come to terms of what your getting, go play a few games and realize that it doesn't matter.
    And if it does matter to you, It's time to sell it on and wait a few years for 6k plus monitors to come out to remove the lines.
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  • SyrellarisSyrellaris Posts: 1,035
    3Jane
    We must just accept that the trade off for 1/1 scale + perfect 3D + perfect headtracking + perfect handtracking (with touch) is to return 10 years back in graphics
    10 years would be a bit extreme, its more like 5 years ago.
    ---

    Honestly, I don't see anything wrong with the Rift's quality. Obviously for the first installment in 10x better VR then back in the days of say the virtual boy, you can't really expect crystal clear, god ray free, fisheye free 4k graphics or higher.

    Maybe in 5-10 years though, we'll reach 4k or higher in VR headsets :)
  • MorgenKellMorgenKell Posts: 107
    Art3mis
    edited June 2016
    I've begin home video games with an Atari 2600.
    I've spend hundred hours with it & have tons of fun so if gameplay is good, graphics are never a real problem (somebody say Diablo 2 ? ^^)
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