I hope that Oculus and Valve will work together on the software and make it easy for developers to make their games compatible with both headsets and that there won't be any exclusive games. You know like, on consoles - Forza only for Xbox and Gran Turismo only for Playstation.
Relations between Oculus and Valve are good as far as I know. Gabe Newell (co-founder of Valve) even apeared in Rift's Kickstarter video encourging people to support Oculus.
Valve was giving free prototypes of their Steam Machines to beta testers so I wouldn't be surprised if they will be giving their devkits for free to selected developers, expecialy that there is only ~ 6months between devkit and consumer version release so they will have to get as many devs on board as soon as possible, unless they want to release a headset with no games to play on. If you would brag that your game is in top 5 on Oculus Share they would be begging you to take that devkit from them.
Apparently some people prefer to use drugs to visit their own virtual realities full of conspiracies, but lets keep it on topic and stick to head mounted displays.
Ok so turns out that the sreens are actually 1080x1200, not 1200x1080 and that gives combined resolution of 2160x1200 and 110 degree FOV, which is the same as DK1. Positional tracking does actually require external sensors, 2 of them. So yeah, nothing groundbraking.
For me it's a matter of which of the headsets will be better, have better software support, price to quality ratio, you know - things that matter, rather than a logo on the headset.
Resolution doesn't sound impressive at all, it's basicaly DK2 with some extra width resolution which will be consumed by the wider FOV. Hopefuly the consumer version will have higher resolution.
What I really like about the Vive is that it doesn't use external camera for possitional tracking. Camera makes Rift harder to set up and if you want to use it with a laptop it's a pain in the ass.
Plan is to release a devkit this spring and a consumer version later this year.
Known specs so far:
- 1080x1200 each eye at 90 Hz (2160x1200 combined)
- Audio Jack on the side of the headset
- low persistence
- 110 degree FOV
- uses 2 external sensors for tracking
They will be demoing it at GDC next week.
So, what do you think Scawen? Will you order a devkit? Or will you stick to Oculus for now?
Wait a second... did Eric already built a whole city around Westhill? I think you may have to stop him before he start modeling a whole country around the track.
It's not that great actually, performance-wise GTX 750Ti is only slightly faster than a GTX 560Ti.
You shouldn't have problem with running LFS with DK2 on that setup, but you may want to upgrade your GPU if you want to play some more demanding games in DK2.
So since the patch won't be released for Christmas, can we get a small progress report with some screenshots of the improved shadows you have been working on Scawen?
I don't normally get any problems in LFS (but do get terrible "camera out of range" problems in the two Unity based demos I tried).
I also get the "Camera out of range" in nearly all Unity demos, despite the fact that I'm totaly within range. This can be solved by pressing F2 twice - which switches the possitional tracking on and off.
Did anyone notice a Rift bug where it seems stuttery / motion blurred when you run it the first time, but this can be corrected by turning off low persistence and then back on again?
I don't know what the circumstances for this are... e.g. is it the first time the Rift is used after turning on? I don't think 0.6F8 is any different in the way it sets these flags, so it may have happened in 0.6F7 too.
That happened for me when I used DK2 with LFS for the first time, it was version 0.6F6. Low persistence didn't seem to work so I've turned it off and back on and then the screen become darker and there was no more blur.
The difference between DK1 and DK2 in LFS is huge. Now I can see much further, all text is readable and even if it isn't I can lean forward and take a closer look. Low persistance is awesome but even without low persistance DK2 have much less motionblur than DK1.
True black smearing is not much of a problem in LFS, it's most noticable if you look around interior but it would be nice if you could somehow eliminate it.
While driving around southcity I've notice that some objects have white outline when antialiasing is turned on. Is that normal?
Oculus is supposedly working or something similar, so I think I will wait for that. I don't think there will be enough content developed for ControlVR to justify buying it, but I may be wrong, we'll have to wait and see.