I use the GoPro for several purposes. I want to have footage available if I ever see something cool while on a ride, it's also a security thing if a cager ever drives in to me. I might also start doing motovlogs at some point... though that will require upgrading to a silver or black as this entry model has no mic jack.
Spring has finally arrived over here at west coast, riders up north aren't quite so fortunate yet. That said, roads still have tons of winter gravel all over the place, gotta take them corners slow.
^ Nice cafe racer Omar, spoked wheels from an older CB would give it some more classic touch.
Nothing to do with logos. Developer support is one of the most important things on an early device like this, something which Oculus isn't handling very well at all.
They're also currently focusing very heavily in to mobile VR, which I consider quite premature due to the lack of raw GPU power on current SOC's to push the crazy amount of pixels that HMD's need. I know it's most likely due to their agreement with Samsung as a hardware partner, but judging by what they've put out, current research seems to be very much mobile focused.
I'm personally more inclined to push my VR money towards HTC and Valve than Oculus and Facebook. Competition is always good, even if we are still in the dawn of the true coming of VR.
Even if the resolution seems to be lacking on the Vive, ultrawide is a great aspect ratio for VR purposes to get a wider FOV. Now they only need to push the resolution up to 3440x1440...
Running direct mode with my dual monitor system with different resolutions causes extremely choppy FPS in Rift applications.
Sometimes direct mode and DX10 refuses to work at all, crashing directly to desktop. I suppose it's due to the Titan not being tested properly with the Oculus SDK or something, but it's infuriating.
Sad bit of news. Direct mode and DX10 has always been a massive headache for me when working with Unity. Direct mode also really hates multiple monitors, which makes it a complete pain in the arse to use.
Extended mode and DX9 has been nearly flawless and the easiest combo to get working properly.
My Obutto (as seen above) is also up for sale if anyone in Finland is interested in buying one, buyer must come pick it up from the west coast though, no way I'm shipping a 100kg behemoth.
Found myself a clean little MX-6 RS... going to build a daily driver out of it over the next few months, something like this. Got it for 800€ since the drivers side CV axle needs replacing.
Firstly, it doesn't matter if YouTube supports 60 FPS or not (it actually does as of couple days ago) Digital Foundry videos exist to show the framerate of a game and how stable said framerate is.
Here's their Forza 5 (which is actually true 60 FPS when driving, unlike Horizon 2) video for comparison:
The reason why you think FH2 is running 60 FPS and bring PS3 in to the discussion, is because those PS3 games actually very rarely run at stable 30 FPS, they're more like 25-28, often dipping in to low 20's.
Horizon 2 delivers stable 30 FPS combined with motion blur. Run it side by side with Forza 5 @ 60 FPS and the difference is obvious.
And straight from the game developer:
Do you still want to insist it's running at 60 frames a second?
Mayhaps more enforced moderation would be in order regarding blatant trolling, which is pretty rampant on LFSF - even if the offtopic subforum isn't and shouldn't always be taken as the most serious place.