stiboo Posted January 12, 2014 Posted January 12, 2014 Not sure if this has been on the Forums yet... The Oculus Rift 'Crystal Cove' prototype is 2014's Best of CES winner Latest Rift news here - Watch the video for full update... http://www.engadget.com/2014/01/09/the-oculus-rift-crystal-cove-prototype-is-2014s-best-of-c/ Looking A-MAZ-ING ! . 1
Bando Posted January 13, 2014 Posted January 13, 2014 Wow!! "2014 is going to be a great year for VR" Price range about 300 usd. It was known before, but still, great to hear all this.
vapor_tales Posted January 13, 2014 Posted January 13, 2014 Yes, the new prototype is knocking the socks off people. Almost all sources of potential nausea are gone, and higher res also. Here is an interview with palmer luckey discussing the new tech. I have a question for you guys following this: Previously, Oculus was suggesting a minimum 60fps with vsync on for the initial rift prototype/dev kit, because the slower frame rate was a major cause of latency and hence sickness. Now, a minimum 60fps for modern games seems to mandate a pretty powerful rig and gpu. With the new prototype, it seems that the OLED screens can switch on and off at sub-millisecond speeds, Because of this fast switching time, Palmer says above that they can blank the screen between frames to get rid of the "old" data on the screen more quickly. Now I'm guessing that this technique will work fine with lower framerates also, so , again I'm guessing (hoping) that less-powerful computers will be able to play rift-enabled titles just fine. I've been holding off on replacing my 6-year old laptop in order to make sure what the system requirements will be to enable a great BOS/Rift experience. Any comments? I can't WAIT to fly in the Rift. It's gonna change everything.
JG27_Chivas Posted January 13, 2014 Posted January 13, 2014 Thats a very good question, that sounds logical. Personally I wouldn't dream of running highly complex flight sim on a Laptop, and would much rather have a PC with a GPU twice the size of a Laptop. That said Cormack is coding 24/7 to allow the OR to work on android smartphones etc in later consumer versions.
JG27_Chivas Posted January 14, 2014 Posted January 14, 2014 This very funny interview with Lucky answers the question of required frame rates for "low persistence", that I thought would require less gpu power, but unfortunately 60fps or more required for the best experience. https://developer.oculusvr.com/forums/viewtopic.php?f=26&t=5918 1
vapor_tales Posted January 14, 2014 Posted January 14, 2014 This very funny interview with Lucky answers the question of required frame rates for "low persistence", that I thought would require less gpu power, but unfortunately 60fps or more required for the best experience. https://developer.oculusvr.com/forums/viewtopic.php?f=26&t=5918 Thanks for doing that legwork, Chivas. I guess that answers my question. 60fps is "bare minimum". So I guess it's gonna take a beefy rig or games highly optimized for rift?
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