Rift, Vive, and Virtual Reality

Admittedly I've had the Rift ear pieces detached for months now as my play sessions with it tend to be long ones in Elite Dangerous, in which case I'm using either full sized headphones for the big sound, or IEMs for their comfort and isolation. With the Vive I'm almost always using IEMs now as they allow my head to breathe a lot better while moving around.
I can't stand anything in my ear. And my big head phones are heavy and require a wire so no thanks lol
 
I suspect that this is still being viewed as a performance insurance for dips below 90Hz rather than something that's intended to enable routine 45fps VR.
May depend on the approach. Built directly into the game the effect could work well. It should also improve with time and further development. Consider Doom with the scene and dynamic geometry in different render targets. That would provide a lot of occluded detail the current ASW technique couldn't readily utilize. Not to mention Doom was already writing out motion vectors from the shaders as well as rendering different elements at different rates. I'd expect that implementation to be far more accurate and efficient. Not to mention it ideally requires the game tracking at a higher framerate than it renders. While 45->90 might have some artifacts, 90->120+, or the refresh of any device for that matter, could look really good. Then consider rendering distant geometry with ASW while closer objects render directly. That would reduce the workload significantly. All of this while providing ~0ms input lag if extrapolating all scenes.

We have 28nm fanless SoCs with practically the same capabilities as a PS3, but this thing needs a fan?
May just be a reliability consideration. Stick it in an enclosed cabinet with the rest of the AV equipment like you're not supposed to do that fan would help.
 
Nothing there is claiming that the audio quality will be better than the included ear pads.



They compared it to more expensive ear buds, not on ear or over ear headphones.

As I've stated previously there are some advantages to ear buds, assuming you have a proper fit and they have form fitting buds (versus plastic). And one of those is noise isolation which is roughly comparable to over ear headphones. And that is what Oculus are stating as the purpose for releasing these optional ear buds. Noise isolation to aid immersion for people that live somewhere with very high ambient noise. Blocking out that ambient noise should help to increase the subjective quality of the sound as there would be less background noise interfering.

If you don't live somewhere with high ambient noise, the ear buds will likely be a downgrade in sound quality. Though again, as I've mentioned many people probably wouldn't be able to tell the difference. To your average person audio quality of 50 USD headphones sounds roughly the same as a good pair of 500 USD over ear headphones in casual use.

Regards,
SB

Agreed, the sound with the existing headphone both in terms of quality and positioning is already superb imo, I struggle to understand how I could percieve it as being significantly better, but even if I could, there's very little chance I'd do so at the cost of losing the comfort and convenience of the inbuilt over ear headphones. It's nice that they've given people this option, but now that I have a clear choice between the two, there's zero chance I'll be choosing anything but the integrated over ear option.
 
I opted to pre-order the Oculus IEMs along with the Touch. Maybe at some point someone will manufacture a 3.5mm adapter for the Oculus audio connectors as it would be nice to be able to use any regular headphone directly jacked into the Rift.
 
I opted to pre-order the Oculus IEMs along with the Touch. Maybe at some point someone will manufacture a 3.5mm adapter for the Oculus audio connectors as it would be nice to be able to use any regular headphone directly jacked into the Rift.

I'd imagine someone should as from the previously linked article

In addition, Oculus will release CAD files for the design of their detachable headphones, so that anyone can make headphones that attach directly to the headset. CAD files for the removeable facial interface were also announced at the same time. Previous to this however, Audeze had shown a pair of earphones connected to the Rift directly, which, according to Engadget, was made possible with help from Oculus. That exchange was most likely the first successful attempt from Oculus to test the CAD design for a real third party product, allowing for them to finalize their decision to release the blueprints, so that any company could start making headphones for the Rift.

It appears Audeze has already shown some interest in making headphones for the Oculus or some device to allow their headphone to plug into the headset.

Regards,
SB
 
I opted to pre-order the Oculus IEMs along with the Touch. Maybe at some point someone will manufacture a 3.5mm adapter for the Oculus audio connectors as it would be nice to be able to use any regular headphone directly jacked into the Rift.
I preordered touch and will get a third and maybe forth camera.

I dont' like stuff in my ears so I didn't get the buds. If they make larger headphones with a larger driver I would go for those tho
 
Do we know if the extra sensors are wired? If so I guess they're going to need some.massive USB cables as well as yet another USB 3.0 slot which I have in short supply.
 
Maybe at some point someone will manufacture a 3.5mm adapter for the Oculus audio connectors as it would be nice to be able to use any regular headphone directly jacked into the Rift.

What? The headset doesn't use a standard 3.5mm jack?
How? Why?
 
I've not been following VR at all so apologies if this has already been covered to death, and if so what was the concensious?

Now that psvr is out it has got me changing my view on a possible direction for ms.
I always thought they could just support rift and vive on Scorpio/win10, produce a DirectVR api and call it a day. No hardware investment by them and they end up with a vr solution.

But wouldn't that end up being too expensive for the console market? Even if they tried to call it the premium experience, it's still a console.

They have Kinect, they have spent a lot on HoloLens R&D.
So they can produce a good HMD helmet, replace the hololens display with a display in terms of quality between psvr and rift, place IR leds around it to be picked up by Kinect.
It wouldn't need an external processing unit as I expect the gpu to have added support for vr bit like Pascal gpus.

Wouldn't that end up being a relatively cheap vr solution for them? Premium console experience, cheaper pc experience?

Also would be secondary push for Kinect, voice commands, etc, so people feel their getting an even better deal.
 
I think the only real consensus that everyone could agree upon is that it's very early in VR right now. The byproduct of it being early is that the market has not been large enough to see significant third party investment in content, nor old enough for content design to mature and fully learn the ropes of the medium. Technically the medium of VR hasn't even fully coalesced yet as Oculus haven't released their controllers, and Valve are clearly considering their Vive controllers as a continuing evolution. I still maintain that the nearest point of comparison to VR right now is the pre-NES era of console games where content is sparse, hardware costs are high, standardized controls don't exist, and there's no killer app or even killer app genre yet. There is no equivalent of Mario Bros, side-scrolling platformer, or the NES gamepad that would clearly chart out the coming 5-10 years of VR content in the same way the NES did for consoles.

I suspect that Microsoft is going to take a wait and see approach with VR for Scorpio (if PSVR is well received, then it'll be a no-brainer.) In terms of horsepower they'll be well positioned for it, the question is whether the market will see enough content to warrant producing or acquiring an HMD. If Microsoft were not to produce their own headset I could imagine them working with Oculus to produce a refined, lower-cost version of the Rift and leverage their Touch controllers and existing pool of content. There's already some collaboration between Microsoft and Oculus as the Rift currently comes with an XBox One controller, MS's wireless dongle, and Oculus's Minecraft VR requires a purchase through the Windows store front and uses the XBox community infrastructure for multiplayer support.

And yes - Kinect would absolutely be valuable for VR as it would provide a very useful replacement for the clunky IK models that are currently used for representing skeletal motion between the head and hands, better telepresence support, etc.
 
On a NSFW side-note, I've finally been looking into VR porn in the past week (180deg hemispherical, stereoscopic/3D, head tracked high-res video) and it's surprisingly... good? It's a bit janky as one might expect (static stereo positions results in stereo mismatch if you orient your head on the wrong plane, spherical distortion if you turn your head too much, incorrect stereo separation in the recording resulting in scene scale being laughably bad, and severe vergence-accommodation mismatch when objects are very close), but all that aside... there's something to be said for having lifelike boobs in your face?

The file sizes for good quality video (4K @ 60Hz) are gigantic, so I'm not sure how convenient this will be for mass consumption in the short term, but apparently a lot of the go-to applications for video playback are among the more popular applications overall for GearVR, so I guess VR porn is a 'thing' (at least for mobile VR anyways where you can secure some privacy.) Not sure how much use this will get for something like PSVR situated in a living room with a social screen mirrored onto the TV though, heh.
 
On a NSFW side-note, I've finally been looking into VR porn in the past week (180deg hemispherical, stereoscopic/3D, head tracked high-res video) and it's surprisingly... good? It's a bit janky as one might expect (static stereo positions results in stereo mismatch if you orient your head on the wrong plane, spherical distortion if you turn your head too much, incorrect stereo separation in the recording resulting in scene scale being laughably bad, and severe vergence-accommodation mismatch when objects are very close), but all that aside... there's something to be said for having lifelike boobs in your face?

The file sizes for good quality video (4K @ 60Hz) are gigantic, so I'm not sure how convenient this will be for mass consumption in the short term, but apparently a lot of the go-to applications for video playback are among the more popular applications overall for GearVR, so I guess VR porn is a 'thing' (at least for mobile VR anyways where you can secure some privacy.) Not sure how much use this will get for something like PSVR situated in a living room with a social screen mirrored onto the TV though, heh.

On a similar note, one of the largest Japanese adult game makers (they make 3D porn games) has started to release rudimentary support for Oculus in their porn games. However, fan mods for their current and even past games have been developed that apparently do a pretty good job of enabling VR support in their games and it's apparently quite good.

Haven't had a chance to try it as my friend has a family and he'd be scandalized if his family found those games on his system. :p

VR players on PC also seem to be maturing quite rapidly. Up to a few months ago something like Whirligig was state of the art for a VR player on PC. Recently DeoVR was released that seems to have surpassed it quite in a few areas (especially ease of use), although Whirligig still does more things.

One potentially important advancement for DeoVR is implementation of SVP which will allow automatic display of 60 FPS videos (most porn vids) to 90 FPS via interpolation. Currently SVP implementation would appear to be in somewhat of an alpha/beta stage as enabling it isn't really documented.

Regards,
SB
 
@hughJ yeah with faster kinect, it will be a good fit for VR.

And Microsoft already have faster, stereo kinect. They stuck them on hololense and it does work well according to hands-on articles
 
@hughJ Thanks for the well thought out response. I was one of those people that thought it wasn't worth MS producing a vr solution at this moment in time also.
@hughJ yeah with faster kinect, it will be a good fit for VR.

And Microsoft already have faster, stereo kinect. They stuck them on hololense and it does work well according to hands-on articles
I just think that most of the tech required for vr MS has already spent on R&D in other areas and just needs to bring them together for vr.
So for little investment they could produce a mid range device(lo and by leveraging the tech, it looks good on the balance sheet.
Even if vr bombs in the gaming market, it could be used in other markets much like hololens. Where as Sony doesn't really have that option?
 
@Jay I think that explanation also works for Psvr. The way it use old camera, old ps move, old dualshock.
Yea, I just think it's possible for ms to produce a headset and leverage all their already spent R&D on a slightly better psvr competitor.
I'm not sure if rift etc would be cheap enough for the console market.
Scorpio being able to support vr, and having a compatible device at the right price point may be a totally different matter.
 
Yea, I just think it's possible for ms to produce a headset and leverage all their already spent R&D.
Not sure their R&D sufficiently covers it. What have they got in the headset space? Hololens is a different animal. I guess the tracking aspects are the same. Kinect could be good for room level, but you're adding to price then such that the 'right' price point seems unlikely to me. $700 entry level VR in PS4 versus $1000+ better quality VR on Scorpio...are people willing to take a punt on that? I guess it all depends where VR goes this next year.
 
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