I have a 980 (not even a TI) and play in VR. If you have a 1080, you should be fine.I didn't ignore those detatils willingly. Why would I? I'd kill to feel the sense of scale VR users talk about with my cheap'o 1080 panel.
I have a 980 (not even a TI) and play in VR. If you have a 1080, you should be fine.I didn't ignore those detatils willingly. Why would I? I'd kill to feel the sense of scale VR users talk about with my cheap'o 1080 panel.
"Snip"
The one thing i think is wrong is that their mass is too low for their size.
VR has little or nothing to do with it. A 3D display (be it VR Headset or facilitated on a monitor with nVidia 3D or generic anaglyph type rendering) does not make that much difference either. Sure these things do help a bit in some areas but the available cues are not dependent on such technologies to get the end effect.Maybe that's because you already used VR which I won't be able to for a long time.
Whether VR will work for you is primarily about the numbers and the connectors regardless of what the manufacturers of the cards say. A friend of mine is running a VIVE on a card older than the 9/10 series nVidias.I have a 980 (not even a TI) and play in VR. If you have a 1080, you should be fine.
Whether VR will work for you is primarily about the numbers and the connectors regardless of what the manufacturers of the cards say. A friend of mine is running a VIVE on a card older than the 9/10 series nVidias.
The basic technical requirements are:-
My guess is that the primary limiting factor will be the price of the VR device for most people (currently about 400 UKP for the Rift and about 500 UKP for the VIVE).
- Enough rendering bandwidth to support at least 2160 x 1200 at 90Hz (VIVE/Rift display specs)
- Required available connectors are solution dependent
- HTC VIVE
- 1 x HDMI 1.4 or 1 x DP 1.2
- 1 x USB 3.0
- Occulus Rift
- 1 x HDMI 1.2
- 1 x USB 3.0
- 1 x USB 2.0
I have a 980 (not even a TI) and play in VR. If you have a 1080, you should be fine.
The details are there to see regardless of VR/3D display use - it is however unrealistic to expect the same sense of depth perception in 2D that is achievable with 3D and VR.I didn't ignore those detatils willingly. Why would I? I'd kill to feel the sense of scale VR users talk about with my cheap'o 1080 panel.
I agree.Pretty sure he is talking about his display with a 1080p resolution...
Pretty sure he is talking about his display with a 1080p resolution...
I honestly can say I disagree with the "feels like we're sitting at a desk" perception, it is quite clear that we are sitting quite a way back from the readout panel in front of us. The precise distance will vary at least a little from ship to ship but we are talking about the length of the Avatar's legs - plus or minus a bit.OP, I think part of what contributes to the scale problem is that the pilot is sitting far away from the instrument panel. It feels like we're sitting at a desk, when in fact we are at least a meter away from it. The whole cockpit area (on most ships) seems wonky.
I honestly can say I disagree with the "feels like we're sitting at a desk" perception, it is quite clear that we are sitting quite a way back from the readout panel in front of us. The precise distance will vary at least a little from ship to ship but we are talking about the length of the Avatar's legs - plus or minus a bit.
You do know there are head/mouse look controls in ED?It's easier to get the sense of scale if you are using VR or some form of head/eye tracking. When your view is static it really does kind of feel like you are sitting at a table top (especially in something small like the Sidewinder). You don't grasp the size of the cockpit unless you look down and realize just how far away from the dashboard you really are.
OP, I think part of what contributes to the scale problem is that the pilot is sitting far away from the instrument panel. It feels like we're sitting at a desk, when in fact we are at least a meter away from it. The whole cockpit area (on most ships) seems wonky.
It's easier to get the sense of scale if you are using VR or some form of head/eye tracking. When your view is static it really does kind of feel like you are sitting at a table top (especially in something small like the Sidewinder). You don't grasp the size of the cockpit unless you look down and realize just how far away from the dashboard you really are.
OP, I think part of what contributes to the scale problem is that the pilot is sitting far away from the instrument panel. It feels like we're sitting at a desk, when in fact we are at least a meter away from it. The whole cockpit area (on most ships) seems wonky.
Some of the ships are horrendously oversized and handle like something far, far smaller.
If you think the acceleration of pilots off a catapult launch system is bad then you should also consider the relative acceleration of vertical launch space launch vehicles and such vehicles can be far heavier than a fighter jet and possibly heavier than a carrier.As an American, my sense of speed is intrinsically tied to MPH. With Alexa's help, I ran some conversions, and it really kinda shocked me. For example, 100 m/s is over 200 MPH. Back when I was a young lad who was into sports cars, I experienced some pretty serious acceleration. Going 0-60 in around 5 seconds will push you back in your seat - you really feel it. With the boost on some of these ships, my eyes should be bloodshot. I get that we might experience this in an SLF or Eagle, since I'm sure pilots catapulted off of an aircraft carrier experience some intense acceleration. In Elite Dangerous, it's the aircraft carrier itself that's being catapulted as if it were an F-18, and that just doesn't "scale".
At least I can control this somewhat. See #3 from my post: https://forums.frontier.co.uk/showthread.php/429422-Sense-Of-Scale?p=6787400&viewfull=1#post6787400
I have a 980 (not even a TI) and play in VR. If you have a 1080, you should be fine.
Pretty sure he is talking about his display with a 1080p resolution...
The details are there to see regardless of VR/3D display use - it is however unrealistic to expect the same sense of depth perception in 2D that is achievable with 3D and VR.
If you have an nVidia card though you can get a cheap'o set of anaglyph 3D glasses (think Jaws 3D type cardboard glasses) and set the card to render in anaglyph 3D mode.