What other options for VR headsets are there, when I don't want to be forced into having a facebook account? As in, anything else except oculus (or opperated by oculus - Samsung Gear VR is also out)?
Few pages back is my post with current gen options.What other options for VR headsets are there, when I don't want to be forced into having a facebook account? As in, anything else except oculus (or opperated by oculus - Samsung Gear VR is also out)?
If you are ruling out Oculus that rules out what imo is the no brainer "1st" VR headset the quest 2What other options for VR headsets are there, when I don't want to be forced into having a facebook account? As in, anything else except oculus (or opperated by oculus - Samsung Gear VR is also out)?
I play in both equally happily too, although my VR play is limited mainly by 2 little dogs with peanut bladders these daysI'll be the oddball here in saying that I don't really get behind the usual statement "once you try VR you can never go back".
So the FOV isn't an issue for me. I just head canon it that it is my helmet restricting my vision.I can't really play Elite now outside of VR. In my head it is a VR game. I played for a good few years on my Vive, but this year, due to it being odd, I defacto moved 200 miles away from my PC. However, I recently bought a new PC for this place, but still could not play Elite till I got my partner's Oculus Quest working on it. Now my problem is flying with a keyboard and simple joystick when I am used to a Warthog HOTAS and peddles.
VR could be better though. I don't think resolution is the priority, but rather getting rid of the tunnle vision. I think the effect and suspension of disbelief would be so much stronger when you can't see any edges no matter how hard you try.
Both were issues when I was using the original Rift - text was hard to read. With the Index readability is fine. Higher resolution would be nice but isn't essential at all (although better anti-aliasing would be welcome), so I'm with you on field of view. It's nearly there top to bottom with the Index, at least when I'm wearing glasses, but still fairly noticeable to the side although it's better than the Rift was.VR could be better though. I don't think resolution is the priority, but rather getting rid of the tunnle vision. I think the effect and suspension of disbelief would be so much stronger when you can't see any edges no matter how hard you try.
So the FOV isn't an issue for me. I just head canon it that it is my helmet restricting my vision.
So a question for VR veterans, not only of this game but VR games in general. Does that get better as I get used to it? Do I get "sea legs", for lack of a better term? If it does, I think I am going to get a Quest 2 of my own. After having played for maybe 20 minutes, I launched it in 2D on my own computer and it felt flat and tiny and boring. I truly feel like even just a very short time in VR might have ruined it for me in standard. It's now legitimately hard to imagine playing it any other way. I WANT to play in VR, but a half-hour at a time isn't going to cut it. I don't want to drop $300 only to make myself sick constantly!
That's one of the odd things about VR - it becomes normal, and loses its impressiveness factor as a result. But because it's now normal what was previously OK on a screen feels rather remote and limiting when you go back to it (in the same game, not an issue for others where that's just what you're used to). IME anyway.Indeed, the limited FOV turned out to be a lot less of an issue than I was making of it before I bought into VR. After a few minutes in anyway, if you get involved in what you are doing your brain tends to cancel out trivial stuff such as limited field of view, screen door effect, god rays, the weight of that stuff on your head, etc....you can notice them while you are playing, but after a while, what you'll remember of your past VR gaming session will just be that you were there doing stuff, not how many pixels you were counting. That is, with the limited but still sufficient resolution of the Rift S at least. Can't speak for previous headsets, maybe hardly being able to read a thing might influence things a bit for the worst.![]()
I've been wondering why. Personally I found it made such a massive positive difference that there must be something fairly fundamental to our perception involved. I think that when moving around IRL we normally don't notice our own movement in that way but whatever we're looking at - look how unaware you are of your head bobbing when walking (and a VR game that bobs your head as you walk along can be pretty uncomfortable too). We expect ourselves to move but we don't expect the horizon to. Our other senses deal with the motion of us. Our body senses the movement and we know the surrounding scenery isn't going up and down, it's us who is. I wonder if a moving horizon would be less offputting with a hydraulic chair.My only advice is to change the SRV setting to keep head parallel to the horizon. It feels normal, don't worry. It just means that bumps knock the SRV around instead of the planet. Without it you WILL get sick, even if you are a veteran.
In full scrn, ctrl-f does it, I do not know if that works in VR, I am not there yetIs there a way to see what fps he's actually getting?
I'm using a 1080ti which is a bit stressed by the 8KX ...