VR headset owners - Disappointed?

Apr 24, 2008
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Emanuele Ciriachi said:
Sexual Harassment Panda said:
I borrowed my brothers rift and was instantly struck by how incomplete it feels. The first thing you want to do in the 3D environments is reach out and start interacting with things, so I'm very interested to try out the Vive (or I suppose the rift once the touch controllers come out).

There are very definitely downsides to the presentation. It is kinda pixelated (varying), screen door effect and god-rays are definitely real... But it's so blatant what the potential is as soon as you see the test-environments. What puts me off investing in a Vive immediately is (lack of money) the idea of warping about instead of walking in the games. I don't want to warp about in Fallout 4, that seems completely lame. I've seen footage of a military shooter called "Onward", that lets you actually move around, and people are reporting that it doesn't give them motion sickness. Have you tried this game?
Two things:

a) about pixelation, it's a very subjective matter - I play since the age of C64, so I find the present resolution improvable but largely acceptable; modern graphic cards will soon bring it to a de-facto resolution of about 4K per eye, but I don't think we will be able to get higher than that anytime soon, technology-wise.

b) about movement, teleporting around is a bit of a clutch; I didn't play Onward, but I did play Alien Isolation on the DK2 and I found that style of movement much, much more immersive. I definitely think it's going to be the standard going forward, and should work decently for the Oculus as well.
4K per eye? Jesus... That's a lot of pixels to push. Even 3440X1440 is seriously straining my 980 for a lot of modern games.

I'm sufficiently interested that I might pull-the-hammer on a vive after my next pay-day.
 

Emanuele Ciriachi

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Jun 6, 2013
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Sexual Harassment Panda said:
4K per eye? Jesus... That's a lot of pixels to push. Even 3440X1440 is seriously straining my 980 for a lot of modern games.

I'm sufficiently interested that I might pull-the-hammer on a vive after my next pay-day.
You'd be surprised - the Vive/Rift regular resolution is 2160x1200, which means that, internally, it is rendered at about 2500x1500 (don't know the exact figure).
With an overclocked 1070 I play Elite Dangerous with a Supersampling of 1.5 at 90FPS with very few frame drops, which means an effective resolution of about 3750x2250. We are not THAT far away from that.
 

VarietyGamer

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May 25, 2016
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Been having a blast with out of ammo, recroom, audio shield as usual, etc on the vive. 110% worth it. I've lost around 5kg too.
 

Vinsin

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Aug 12, 2011
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Fischgopf said:
Anyone remember... [snip]
"It adds nothing.." -- so head tracking that puts you in the game and draws you into being immersed as the character your playing hopped on with full body tracking that allows you to crouch down in reality and - in turn, you do the same in the game, capable of reaching down and filling a bucket with water from a stream, or climb a ladder one hand grip at a time, reload a gun in real time with real reaction speed and in your panic, drop the clip and need to turn and run instead; truly turn items around in real time and experience it as though you were in the game matrix style; never mind the fact it's blatantly capable of further improvement and this is just CV1 -- yeah no, doesn't add a thing but a hat to your face. Such a ridiculous statement coupled with a poor comparison, sorry.

Your entitled to your opinion having tried VR or not; but even when I try to take the side of those that hate on VR or just don't have faith in it; it just falls to pieces -- but it's easily the most hollow when it's such tunnel-visioned on "This will fail because x failed years back! Because nothing ever succeeds after something vaguely similar fails at the same or different point in time!" - It just ends up just a jaded, corrupt viewpoint. I've heard some valid complaints, motion sickness by those prone to it - people who'd rather wait for 4K resolution - the price, the system requirements --- but failing for failings sake isn't one of them, neither is comparisons to old technology that virtually everyone was calling out as a gimmick before they were even released and certainly nobody serious in gaming saw as the grand future; hell, I doubt VR will sweep across the gaming world by storm as it's CV1 form, but it's not leaving either and can be expected only to grow as newer, cheaper models are released.


My only backseated hope is that it's adopted across every game out there in some form, or a company takes over the idea of VorpX and tackles it hardcore. As Vivecraft, Roomscale VR for GTA V, Roomscale VR for Fallout 4; even being fan projects at present these all show how VR fits so amazingly into our everyday games (Well all fan projects except there is a official Fallout 4 VR in the works which they are working on at Bethesda). VR is legitimately good enough I don't play Overwatch on my monitor, I use my headset despite no head-tracking and no roomscale, just because it's comfortable to wear, and seeing it on a virtual monitor in space- in a virtual room, floating in an abyss - or anywhere I choose; a monitor I can make the size of my room or as small and as close as I please, is a far more enticing and enjoyable experience as well as it lets you lose the real world to whatever your playing.
 

Blitsie

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Dunc2j said:
The PSVR will be of lower quality than both the Vive and the Rift. It is essentially being sold as the more "Entry level" VR headset compared to the other VR experiences.

It has a lower screen resolution per eye and due to the limited power of the PS4 (This also applies to the PS4 Pro, the improvements are not really all that great) the overall experience relating to frame rate, effects etc will be of lower quality. Keep in mind the recommended specs of Vive / Rift tend to be something around a 1070 or a 1080 GPU. Both of these cards are significantly more powerfulll than whats on offer even with the PS4 PRo. My understanding is that you wont even be able to have full 360 head motion with the PS4VR as it relies on the play stations camera, that's a pretty significant difference. None of this is even taken into consideration the "Room Scale" VR that the Vive offers allowing you to walk around the environments physically and essentially pick things up with your hands

Not trying to rag on ya! Just if you have been informed the PSVR will be the top end VR experience you now have some ammo to counter that argument. Keep in mind that the PSVR is gonna cost ya ?399, whereas the vive is ?800. When it comes to tech like this such a massive price difference is often the first indicator of a difference in quality.
And not to further add salt here haha, but its also Sony we're talking about. There's a very high chance they're probably going to drop this like a hot pan after the first month because, judging from the Move and Vita, they don't know how to support anything (excluding the Playstation itself) so rather wait before throwing any money on it.