Well if I decide to buy a Crystal Cove dev-kit I will have my old one for sale at a very reasonable price!That's it! I'm offically sulking now.![]()
Would so love a Oculus Rift. Even if it was only to make my kids laugh at me.![]()
Well if I decide to buy a Crystal Cove dev-kit I will have my old one for sale at a very reasonable price!That's it! I'm offically sulking now.![]()
Would so love a Oculus Rift. Even if it was only to make my kids laugh at me.![]()
Looks like Oculus might just have a competitor after all.
Anyway, have a look at this, and imagine planetary landing and exploration in E: D with a Rift.
https://www.youtube.com/watch?v=1QN1rmNwxP0
Well, none of that is official, but here's the killer for me - "As of writing, the AMD based APU in the PS4 offers performance comparable to that of current mid-range PCs—although a single hardware platform affords benefits which inflate its potential—in PC terms the PS4 is already behind the curve in terms of performance. And despite an encouraging trend for games to target a 1080p resolution, frame rates are another matter. Killzone Shadow Fall (PS4, 2013) looks fantastic, but runs at a locked 30FPS, way below the minimum threshold of 60 FPS recommended by Oculus VR Inc for a comfortable VR experience. If PS4 developers are to offer high frame rate, high resolution visuals, it’s clear something’s got to give, and that’s fidelity. Will gamers accept titles sacrificing their cosmetic looks for more immersive delivery?"
Games like Tomb Raider may not be the height of graphical fidelity, but the PS4 version looks nice and has some great fidelity. It runs at 1080p and 60fps. I don't think graphical performance will be an issue with the Sony VR set.
What might be an issue is the headset itself. What is the FOV? Is the latency low? Will it have positional tracking?
The big question is; can Sony achieve what Valve and Oculus Rift have achieved?
The winner isn't always the best product though. Sony have a big dominance in the games market, it may simply be enough to push their product more.
Regardless, more competition can only be a good thing - make Vale and OR push for better quality!
The winner isn't always the best product though. Sony have a big dominance in the games market, it may simply be enough to push their product more.
Regardless, more competition can only be a good thing - make Vale and OR push for better quality!
And yes I completely agree, there is now way a home console is going to push 95fps. That's going to be difficult for most PCs.
We still don't even know if the final Oculus Rift will be 1080p, some rumors are suggestion 1400p.
As you say, Valve said their research shows there is a minimum threshold to achieve presence...and that applies to fps, resolution and latency. I can't see Sony successfully achieving any of them with a kit designed for the PS4.
Difficult for Oculus, isn't it?Agree with all of that. I'm in two minds about the 95fps/1440p numbers being touted for the consumer OR. On the one hand - wow, what an experience it would be. But as you say, an awful lot of PCs could be cut out of the picture. It's all very well OR trying to stick roughly to their plan for a $300 price point but if it demands most people spending another £1k+ on a new machine then they start cutting out some of their potential market. It'll be interesting if/how they compromise on this.
Agree with all of that. I'm in two minds about the 95fps/1440p numbers being touted for the consumer OR. On the one hand - wow, what an experience it would be. But as you say, an awful lot of PCs could be cut out of the picture. It's all very well OR trying to stick roughly to their plan for a $300 price point but if it demands most people spending another £1k+ on a new machine then they start cutting out some of their potential market. It'll be interesting if/how they compromise on this.
No reason that Oculus Rift can't be 95fps and 1440p, but people set it to 60fps and 1080p on their PC (or even 30fps and 720p). It wouldn't be the optimal experience, but this is the way the PC market has worked for years.
If the panel they go with is 95Hz then running it at anything other than 95Hz would probably suck! The current dev kit only works properly at it's native frequency - framerate too high and you get tearing when you move your head, too low and you get a vomit-inducing judder! I suspect any panel will have that limitation, no? The resolution could probably be changed but, as you say, it would be a substandard experience.