I use a DS4 controller with DS4Windows. Very easy to set up and switch between native mode and xbox controller emulation.
Rift for me too is regaining a bit of an edge. HTC Vive I'd want to wait until the next gen version perhaps. Too expensive for me right now too. If games start supporting a PS4 controller for the Rift, it'll be hard for me to resist one when I get a chance to buy one. Also like the Rift's motion controllers better, and the headset seems more comfortable.
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If I had to choose one, that would weight heavily in my personal decision. Lighthouse also makes Vive unsuitable for my area. I live near a hospital, so whenever a helicopter goes by it shakes the whole house a bit. I can imagine that doing some really funky things with the view in the headset as the light houses would shake even if wall mounted (the whole building shakes).
I use a DS4 controller with DS4Windows. Very easy to set up and switch between native mode and xbox controller emulation.
Does this take control of the whole Bluetooth driver stack, like the SCP for dualshock 3?
I'd love to use the DS4 with my Surface, but I don't want to lose its entire bluetooth functionality to the gamepad.
The Bluetooth still works fine. At least it's like that when using input mapper.
So when you use the Bluetooth wrapper in DS4Windows, you can still pair up other bluetooth devices?
Edit. I'm using input mapper though.
So you're not using DS4Windows?
Nvidia is demonstrating a display that holds a true refresh-rate of 1700Hz. It is a prototype called zero latency display and it can display imagery stable even when shaking the screen, handy for VR.
According to vice-president of Nvidia graphics research, David Luebke this was possible due to the high refresh rate which is roughly 20x higher opposed to what current VR goggles are using. At 90Hz each 11ms an images is displayed, at 1700 Hz that's 0.58 millisecond. 90Hz is more than sufficient for a comfortable VR experience, NVIDIA Vice President of Research David Luebke says that ever higher refresh rates could improve the VR experience by further reducing latency.
http://www.guru3d.com/news-story/nvidia-demos-zero-latency-display-running-at-1700hz.html
We need a 256x increase in power to render current quality graphics in true VR.So a ~16x refresh rate increase to go along with our needed 16x panel resolution increase (1k x 1k -> 4k x 4k per eye). Heh.
We need a 256x increase in power to render current quality graphics in true VR.
The images probably don't need to be updated at 1700fps though. The GPU can produce two spherical (or hemispherical, if certain assumptions are made) images and let the headset to product images at current looking angle. That means the latency for head turning will be extremely good while the images are updated at a slower rate.
That would only help in a situation where your head is locked in place and only allowed to rotate. If you were to, for example, shake your head back and forth that would ruin the illusion as there would be no inherent parallax due to objects being at different distances from the viewer until the GPU updated the scene.
Combine motion of the head with rotation of the head (like moving your head forward and rotating it like peeking around a corner) and the illusion of depth would be further destroyed.
In your example solution, you'd rotate your view just fine, but you wouldn't get closer to the edge of whatever you're peaking around until the GPU was able to render a new spherical image for the head's new position.
So, you'd have the view rotating at 1700 (or whatever) FPS, but your head's location in the world would only update at 90 (or whatever) FPS. That'd lead to a rather huge disconnect between what your head and eyes are doing and seeing.
Just in case this hasn't been posted here before, a funny little anecdote relating to VR HDR:
www.youtube.com/watch?v=Y20twV0m__8&t=846