Official Thread VR Headset

I'm still rocking my laptop.. holding out for Pascal because Volta is too far away.
 
I am keeping my current mobo,ram and CPU... and swapping out the gpu for a Pascal card.

I think it's a good idea to go with a Pascal card. Although the recommended specs for the Rift is a 970/290x, that's only for games sold on the Oculus store.
Take Elite Dangerous for example, a game that looks pretty but can still run 1080p on X1. The MINIMUM specs for consumer VR is a gtx 980/ i7 3790.
One of the reasons I want a PC VR hmd is to play VR games with current gen AAA graphics, I'd say a high end Pascal card is the card you'll need.
 
Severed hands :really: . Will take it as free. Would never, ever, buy.
It will be compatible with the touch. So your hands will have 1 to 1 tracking. Having aresults that don't track with your real arms is worse than not having arms at all. Reverse kinematics will fix this issue but it's early yet for that. I'd imagine your arms go through rock surface and kill immersion.
 
I think it's a good idea to go with a Pascal card. Although the recommended specs for the Rift is a 970/290x, that's only for games sold on the Oculus store.
Take Elite Dangerous for example, a game that looks pretty but can still run 1080p on X1. The MINIMUM specs for consumer VR is a gtx 980/ i7 3790.
One of the reasons I want a PC VR hmd is to play VR games with current gen "insert ambiguous term here" graphics, I'd say a high end Pascal card is the card you'll need.
I always try and go above the required specs when I can. Not sure if I will end up with a OC but pascal will give me extra muscle and more importantly better 4K gaming then I am getting now.
 
It will be compatible with the touch. So your hands will have 1 to 1 tracking. Having aresults that don't track with your real arms is worse than not having arms at all. Reverse kinematics will fix this issue but it's early yet for that. I'd imagine your arms go through rock surface and kill immersion.
You'd have to have perfect constraints set up for IK though, as it can get wonky. I think if my hands are important to what I'm doing, then I'd need to see them. I'd rather have floating hands than no hands, especially if they are 1 to 1.
 
NVIDIA is excited about VR moving into 2016, but in order to actually run games comfortably without getting sick and at acceptable framerates, they say that we'll need PC's to be 7 times more powerful than they are now. Pascal might not be up to the task all on its own.

VR is going to put demands on our systems like we've never before, especially if we want a VR headset to have a resolution high enough that we can't see individual pixels. In some instances this is higher than 2K in each eye, or higher than 4K across the entire screen. And with Unreal Engine 4, Unity 5.x and the future of CryEngine, that'll be no easy feat.





NVIDIA spoke with VentureBeat about the challenges of VR and what they're doing to help provide the best experience possible. The bigest and most obvious answer is that they're building ultra-fast GPU's to help handle the workload. But it'd be a stretch to say that even Pascal, with HBM2 will be 7x faster than big Maxwell is. The next piece is GameWorks VR, tools similar to AMD's VR initiative that'll decrease latency and optimize for VR.



So while we won't see an actual increase of that magnitude, there'll be ways to help soften the blow that'll come with this VR revolution. It can apparently deliver 50% more performance in UE4. Oculus does quote that a GTX 970 will be the minimum required for VR, but that's definitely for low-end graphics in this case. SLI, or dual-GPU's will almost be necessary if you want even a fraction of the eye-candy turned on.
 
I got a Google cardboard setup for Christmas and have enjoyed messing with some the apps available which I imagine gives a very basic idea of what it feels like. I do see to Shawn's point of how the mundane is enhanced in VR space.

The concern I have is with the apps offered initially. Yes, the newness of it all will "wow" all of us. But so did visiting Times Square for the first time, but like VR I am not compelled to visit it every day for hours on end. Regarding apps, all they need to do is figure out how to make current software like GTA or Skyrim work in a VR world and they would have this tech fly off the shelf. I haven't heard any discussions like that so I assume there isn't enough horsepower or control issues preventing this from being feasible.

How long do ya'll VR gurus expect it will be before we see current or even next gen triple A titles crossing over to being played virtually with you inside those worlds?
 
The concern I have is with the apps offered initially. Yes, the newness of it all will "wow" all of us. But so did visiting Times Square for the first time, but like VR I am not compelled to visit it every day for hours on end. Regarding apps, all they need to do is figure out how to make current software like GTA or Skyrim work in a VR world and they would have this tech fly off the shelf. I haven't heard any discussions like that so I assume there isn't enough horsepower or control issues preventing this from being feasible.

How long do ya'll VR gurus expect it will be before we see current or even next gen triple A titles crossing over to being played virtually with you inside those worlds?

Here's a full list of what is going to be available on the rift in 1st half of 2016

https://www.reddit.com/r/oculus/comments/3z6iyi/list_of_full_oculus_rift_games_available_in_q1q2/

Elite Dangerous has been my favorite so far. Having a HOTAS setup and playing it is just breathtaking. Now, companies like EA and UBI will release content once it makes financial sense for them. UBI is already creating some smaller VR experiences to test the market with. The market needs to mature a bit before a large company like EA creates AAA titles. I'd say it will take a few years until there are a few million headsets in the hands of consumers.

Also to note, you can already play skyrim and GTA V in VR using mods and 3rd party software. Not as good when designed for VR from ground up, but still cool and very compelling experiences. Check this website to see the GTA mod http://grandtheftvr.com/ or lookup some youtube videos of people playing them with the DK2.
 
  • Like
Reactions: pravus
Thanks Lucid, great info I wasn't aware of.

My son just got a Galaxy S6 phone, I still own a S5 and am waiting for March 2016 for the release of the S7. I am very tempted to get a GearVR just to play on my son's phone but only if it will also work on the S7 too. Going to do some digging on that. All the articles posted have been very positive for what the GearVR can do though it is a bit like when Android phones first came out and the apps available were pretty sparse.

Lucid, is the experience of watching a movie with it compelling enough to make it your preferred viewing option when you are alone?
 
Lucid, is the experience of watching a movie with it compelling enough to make it your preferred viewing option when you are alone?

For me I prefer watching movies and shows in the gear VR even though I have a 65" TV and 7.1 surround. Part of my preference is due to I cannot blast movies at nighttime anymore due to baby, and also I can just lie in bed with bluetooth headphones. The resolution on the gearVR and screendoor effect is noticeable at first for content viewing but it quickly goes away once you get used to it.

There's a couple of reasons I don't watch every movie and show in VR though. One is in extended periods of time you can get a bit fatigued and need to take a break due to the resolution of the imagery and weight/heat of headset. Not to say those are extremely bad, just wears down your eyes and face quicker than your television set.

The other is battery management. I watched 4 episodes of twilight zone in the netflix app which took about 2 hours or so. That took my battery down 55%. Really not too bad for a smartphone but just something you have to be aware of and prepared for before you start your session. Whereas you can just turn on a TV and start watching.

So I'd say it doesn't replace your TV, but rather compliments your content consumption by giving you that flexibility. And let me tell you, watching a scary movie in an empty, dark movie theater all alone...nightmare fuel. haha
 
  • Like
Reactions: pravus and Oblong
For me I prefer watching movies and shows in the gear VR even though I have a 65" TV and 7.1 surround. Part of my preference is due to I cannot blast movies at nighttime anymore due to baby, and also I can just lie in bed with bluetooth headphones. The resolution on the gearVR and screendoor effect is noticeable at first for content viewing but it quickly goes away once you get used to it.

There's a couple of reasons I don't watch every movie and show in VR though. One is in extended periods of time you can get a bit fatigued and need to take a break due to the resolution of the imagery and weight/heat of headset. Not to say those are extremely bad, just wears down your eyes and face quicker than your television set.

The other is battery management. I watched 4 episodes of twilight zone in the netflix app which took about 2 hours or so. That took my battery down 55%. Really not too bad for a smartphone but just something you have to be aware of and prepared for before you start your session. Whereas you can just turn on a TV and start watching.

So I'd say it doesn't replace your TV, but rather compliments your content consumption by giving you that flexibility. And let me tell you, watching a scary movie in an empty, dark movie theater all alone...nightmare fuel. haha
I'm the same. The real negative/positive is the disconnect I feel from my surroundings. Having kids, it's tough to find the opportunity to really plug in, but despite the hit in clarity, it's as if the scale makes up for it. My poor 55" TV just feels tiny, and the immersion factor can be very high in the Gear VR. I'd recommend it to anyone with the right phone. At 100 bucks, it's a no brainer, Imo.... Still waiting for my Bluetooth controller to get here so I can play Dreadhalls, lol...
 
  • Like
Reactions: Lucid Rifter
Oculus Rift pre orders go live Wednesday. 47 hrs from this post.

https://www1.oculus.com/blog/oculus-rift-pre-orders-to-open-on-january-6/

While excited, I'm a bit worried about the blowback on the price. I'm expecting anywhere from $500-600 even though the dev kits were $350. There is so much custom hardware in there and the price is going to scare a lot of people. It'll come down eventually and includes 2 free games, but I expect a crapstorm of people complaining and writing VR off on Wednesday.
 
While excited, I'm a bit worried about the blowback on the price. I'm expecting anywhere from $500-600 even though the dev kits were $350. There is so much custom hardware in there and the price is going to scare a lot of people. It'll come down eventually and includes 2 free games, but I expect a crapstorm of people complaining and writing VR off on Wednesday.

Agreed, I think a lot of people expected a price point of around $399 until Palmer seemed to imply it would cost more recently. Myself personally, im hoping it will cost around $499 but I'm buying one regardless of the price.
 
I've always expected it to be around $500 from the start. If it comes out cheaper, that'll just be icing.
 
Yeah I would guess 500. Will probably be too much for me right at the beginning, but will jump on soon after probably.
 
I'm buying three of these.

Keeping one.

Making you guys pay me $1000 a piece for the other two.
 
  • Like
Reactions: Lucid Rifter
I'm hammering my F5 key at 11am EST tomorrow. Working from home so I can have no distractions!
 
Palmer just announced pre-orders start an hour later now. So...you should like, re-program those.

Wow, thanks for the heads up! It takes me about 10 hours to reprogram so I should have just enough time to correct it to the later time. I will surely sell you one my extras for a discount, say $999. :grin: