Frijoles wrote on Dec 13, 2013, 23:18:Were you viewing the image at 100%? (you can only see part of the image at 100%) Image scaling in browsers (or most any program) don't use gamma corrected values when scaling down, so they darken images like that. But even at 100%, you are losing more than 3/4 of the brightness by simulating each subpixel and the spaces between them.Jensen wrote on Dec 13, 2013, 22:54:
I found this image that shows a rough approximation of what the 1280*800 LCD looks like inside the devkit. Note the text at the top of the image: "this is how far from the screen you should be"
Yep, that looks about right. Not nearly that dark though (maybe the person who made it didn't have their contrast turned up).
Mashiki Amiketo wrote on Dec 13, 2013, 14:48:DangerDog wrote on Dec 13, 2013, 14:31:True on that, but the brain is pretty adaptable at things like that. Including reversing your vision, it'll quickly figure out what's wrong and correct it. Even to the point of reorienting the images so it makes sense again. Not so much in those under 18 apparently but adults? No problem. What makes me curious is how well it would work on those of us with brain injuries especially in the occipital lobe. I like the idea, the premise, and all the rest. But things like 3d TV, glasses, and so on don't work properly for me. Either I get blinding headaches, or giant splotches where the image should be but there's nothing.
I'm more concerned about the negative effects on your vision than motion sickness. Having your eyesight bug out for half an hour after taking them off doesn't sound healthy.
Sadly, I remember seeing 3D(via polarized glasses) stuff at Disneyland as a kid, and thought it was neat as shit. When I went to Disneyworld last year while I was in FL, I could only see parts of the 3D.
jdreyer wrote on Dec 13, 2013, 12:48:Wildone wrote on Dec 13, 2013, 10:32:
It already was delivering the low res head tracking and they have HD screens already, it was already amazing before so I cant even imagine the finished version. 100% immersion this thing is the BALLZ
This is one hardware application where 4K will truly make a difference.
Jensen wrote on Dec 13, 2013, 22:54:
I found this image that shows a rough approximation of what the 1280*800 LCD looks like inside the devkit. Note the text at the top of the image: "this is how far from the screen you should be"
theyarecomingforyou wrote on Dec 13, 2013, 21:36:
120Hz just isn't going to happen any time soon, at least not if you're talking about resolutions in excess of 1080p. Some games would work fine but most multi-GPU setups wouldn't be able to pump out the framerates required at 1440p, let alone 4K. You either go for a high resolution and sacrifice the refresh rate or go for the refresh rate and sacrifice the resolution.
Even at 1440p a dual 290X setup can only manage 90fps in BF3, 70fps in Metro: Last Light and 70fps in Crysis 3. Given the overhead for processing the two-images (they are calculated from different perspectives) a 1440p display will likely struggle to hit 60fps in a lot of games.
Sadly I think 1080p@60Hz is all we can expect given current GPU limitations, otherwise the potential audience is just too small (and I say that as someone who games @1600p).
theyarecomingforyou wrote on Dec 13, 2013, 21:36:
120Hz just isn't going to happen any time soon, at least not if you're talking about resolutions in excess of 1080p. Some games would work fine but most multi-GPU setups wouldn't be able to pump out the framerates required at 1440p, let alone 4K. You either go for a high resolution and sacrifice the refresh rate or go for the refresh rate and sacrifice the resolution.
Even at 1440p a dual 290X setup can only manage 90fps in BF3, 70fps in Metro: Last Light and 70fps in Crysis 3. Given the overhead for processing the two-images (they are calculated from different perspectives) a 1440p display will likely struggle to hit 60fps in a lot of games.
Sadly I think 1080p@60Hz is all we can expect given current GPU limitations, otherwise the potential audience is just too small (and I say that as someone who games @1600p).
theglaze wrote on Dec 13, 2013, 18:03:The dev kit's resolution is not high enough for sim games. I tried it with a bunch of Simbin titles and Assetto Corso which supports it natively. I'd hold off for the consumer version.Cabezone wrote on Dec 13, 2013, 14:50:I'm tempted to pickup a development kit just to try out iRacing...
I don't have trouble steering my car and looking around
Leper wrote on Dec 13, 2013, 19:28:
I'm optimistic about this. The difference between looking at a screen and being immersed in a world from a audio/visual standpoint is so significant it will be worth whatever limitations the initial consumer product will inevitably have.
theglaze wrote on Dec 13, 2013, 18:03:Cabezone wrote on Dec 13, 2013, 14:50:
I don't have trouble steering my car and looking around
Sim driving games with Oculus, that's what I am most excited about.
It seems like the perfect application for VR: the user is already seated and using driving controls, matching that of the digital environment and character. With Oculus you'll be able to look around the interior of a car like the McLaren MP4-12C, survey action in the mirrors and shoulder check blindspots. It will also overcome the biggest disadvantage to a single screen setup, being able turn ones head and look for the second or third apex ahead.
I'm tempted to pickup a development kit just to try out iRacing...
dj LiTh wrote on Dec 13, 2013, 16:33:NegaDeath wrote on Dec 13, 2013, 15:15:dj LiTh wrote on Dec 13, 2013, 14:58:
Nintendo power glove that goes with it or no sale (mine broke).
Its so bad.
Absolutely, something they'll both have in common i have no doubt. Might as well ducktape your forhead to your LCD screen and snort a few crushed up pills of dram amine to see if you can acclimate now lol
Frags4Fun wrote on Dec 13, 2013, 11:05:For any simulation in which all camera movement is only provided by the user's head movements and position, I think the simulation sickness could be greatly reduced. On the other hand, if you're riding a virtual roller-coaster, car or mech, of course you may get motion sickness just like you do in real life. The first time I experienced 60 FPS in a racing game (when I got the original 3dfx voodoo card) I felt sick.
Unfortunately, there is no way to "fix" the motion sickness. Once you try it, you'll see that it's just something that you gotta get used to rather than being something that can be fixed. When you move your head or body and the screen doesn't match up with what your brain is expecting from your physical senses, it causes the sickness, dizziness, and can even make you reach out to stop yourself from falling at times. It's also dangerous for people with high blood pressure because for some reason it stresses your heart. It might be something that we can learn to overcome, but there is no technical fix. There's also the problem where it messes up your real world vision after you take them off. I experience balance issues as well as having trouble focusing on objects at different distances and it took me about a half hour to feel normal again. I sure hope that there will be a way to test them out before buying them because many people are going to find that they can't use them.
Cabezone wrote on Dec 13, 2013, 14:50:
I don't have trouble steering my car and looking around