I saw this yesterday and I'm kind of interested to see what the specs
and cost is.
Rumors swirling on the Vive reddit that it's 120hz lcd, 120 degree FOV,
and much higher resolutio...
This would be ideal for VR and AR, creating a virtually ‘flawless’ image
where you can’t see the screen door effect or even individual pixels.
This might take years to arrive when it would require much more
computing power, but OLED tech would no lon...
So continuing from Rune's comments on page 59 of Index thread about
Steam Vs Oculus Vs Revive performance which I'll quote the main post
here. RuneSR2 said: Seems no-one is testing this rather important
subject - so I sat down today and downloaded Ne...
I was excited to see the resurgence of Microprose as they made a lot of
classic games. I found it interesting that they're making a game similar
to B-17 Flying Fortress: The MIghty 8th which seems to be in the vein of
a Star Trek Bridge crew type of ...
Yea it will make little difference in large objects,, IE stuff up close.
Where it's most noticeable is in distant stuff. Star Wars Squadrons for
example, it makes the distant objects/lods look a lot clearer the higher
you go. Even on Reverb G2 I saw ...
Yea I just let motion smoothing/reprojection kick in and go down to 45
fps if I need to/it works well in that particular game. I also will dip
down to 80hz/40 fps if it's a game where I don't need fast motion and
want to keep the image crisp.The best...
How come you limit the supersampling to 200% in SteamVR? CV1 at 2.0
Pixel Density would need around 400% SS in SteamVR to be equal. Run the
Index at 400% to see a similar amount of super sampling as the CV1 is
getting. With the default render target ...
Yea there's only so much it can tilt. I've got it as good as it can
possibly get for best FoV and center of Sweetspot and minimal glare. I'm
still skeptical Anti-Glare coated glasses is doing anything for you
other than preventing your lens from refl...