10-21-2018 09:20 AM
With exclusive, evolutionary, SDE-minimizing Samsung display technology, users can perceive a 1,233ppi-level resolution. A 3.5" advanced Anti-SDE Dual AMOLED display lets you experience incredibly immersive mixed reality, and break down the boundaries between the real and the virtual.
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD
"Ask not what VR can do for you, but what you can do for VR"
11-26-2018 11:06 AM
pyroth309 said:
. I jumped into Lone Echo and counted how long my hand was working behind me, it's only about two seconds. Not sure where that 7 second number came from on Reddit but it's not true in Lone Echo
11-26-2018 12:17 PM
11-26-2018 06:34 PM
i7 8700k; 5ghz (water cooled), Asus Rog Strix Z370-E Gaming, Corsair 270R case, EVGA 3090 FTW3 Ultra, 32 GB Corsair Veng DDR4 2666 Ghz, Adata SX900 SSD, 1TB M.2 SSD, Adata Su800 SSD, Adata SU650 SSD, BarraCuda 2TB HD, Toshiba 3tB HD, Rift (dead), Rift S, Win 10 Pro 2004, Inateck KT4006 USB3.0
11-26-2018 10:11 PM
i7 8700k; 5ghz (water cooled), Asus Rog Strix Z370-E Gaming, Corsair 270R case, EVGA 3090 FTW3 Ultra, 32 GB Corsair Veng DDR4 2666 Ghz, Adata SX900 SSD, 1TB M.2 SSD, Adata Su800 SSD, Adata SU650 SSD, BarraCuda 2TB HD, Toshiba 3tB HD, Rift (dead), Rift S, Win 10 Pro 2004, Inateck KT4006 USB3.0
11-26-2018 11:42 PM
11-27-2018 01:15 AM
PhoenixSpyder said:
No 2080ti for me for now (even tho I can), I just don't think it's worth it yet for this generation. Next gen for me...unless Nvidia can prove the new tech is worth having in VR...and...that there are actually games that will use it...and...that the gouging prices come back down to earth. Anyway, enough of that... Onto the O+
Mradr said:
It's possible the resolution that the Rift is using is different than what the O+ is using allowing DS making it a bit more sharp or aka free aliasing.
11-27-2018 04:06 AM
11-27-2018 04:21 AM
11-27-2018 05:26 AM
pyroth309 said:
Five minutes into Beat Saber... Nope lol. Controllers lose tracking too much on Expert. Even a slight hiccup spoils so yea, no go here for me. Maybe if I had T-rex arms that would stay in the camera but i'm 6'4ish with arms like a 6'8 dude...not happening. I'll reconfig and see but yea, Rift wins in a landslide on that game. The Rift Audio stands out here so much better as well.
11-27-2018 05:06 PM
pyroth309 said:
PhoenixSpyder said:
No 2080ti for me for now (even tho I can), I just don't think it's worth it yet for this generation. Next gen for me...unless Nvidia can prove the new tech is worth having in VR...and...that there are actually games that will use it...and...that the gouging prices come back down to earth. Anyway, enough of that... Onto the O+
Yea that's where I'm at. I can afford a 2080Ti, I don't like to just needlessly throw away money if I perceive the value to be poor is all. (We aren't going to talk about the things I do while under the influence though. I actually wasted more money in bars last week than I paid for the Odyssey+)I was ready to go all in on a 2080Ti and a Pimax but when I saw how bad the performance is even with a 2080Ti for a lot of games...I'll wait lol. For what I get for that cost, seems like a waste. I was also going to just get a 1080Ti but the prices on those are crazy now too. I'll just go big next tier at least I can justify the jump to myself at that point.PhoenixSpyder said:
I just tried my O+ with Skyrim VR and am a
bit disappointed. I agree with pyroth309 that Skyrim VR just doesn't
look right using O+ presently. The Rift is leagues ahead in quality
running Skyrim VR for some reason. I need to do some research on why
there is no aliasing when running Skyrim VR on the Rift, but using the
same install running on the O+ there is aliasing galore happening using
the identical settings in Steam VR and in game. There is no extra SS
happening running on the Rift that I am aware of, but it just looks
nearly perfect...and runs like butter compared to the O+.Yea that's what I was talking about with the hit or miss. When there's aliasing and flickering it's super distracting in the O+ where in the rift, i guess because of the SDE breaking it up, it's not so bothersome. I was able to De-blur some by raising super sampling as high as my GPU could take in SteamVR and turning off dynamic resolution. Also I went in the ini file and increased TAA Sharpening...actually theres' a guide here that shows most of what I did. https://steamcommunity.com/sharedfiles/filedetails/?id=1352632127
Mradr said:
It's possible the resolution that the Rift is using is different than what the O+ is using allowing DS making it a bit more sharp or aka free aliasing.
Exactly, the O+/Vive Pro run at a different resolution. Bethesda barely optimized it for the original Vive lol. For the flickering/Z-Fighting, I had a little success with altering these - https://wiki.step-project.com/Guide:Z-Fighting ; It's better but not perfect yet.Let me know if you have any success getting it look good. I have it to where I'm not cringing and short to mid looks good but it's still blurry and flickering in the distance.
i7 8700k; 5ghz (water cooled), Asus Rog Strix Z370-E Gaming, Corsair 270R case, EVGA 3090 FTW3 Ultra, 32 GB Corsair Veng DDR4 2666 Ghz, Adata SX900 SSD, 1TB M.2 SSD, Adata Su800 SSD, Adata SU650 SSD, BarraCuda 2TB HD, Toshiba 3tB HD, Rift (dead), Rift S, Win 10 Pro 2004, Inateck KT4006 USB3.0