OSVR any good

looking over at the razer webstore and the ability to upgrade is far too tantalising to say no.

My decider though is if it works in Elite Dangerous does anyone know?
 
Holy crap, thanks for the heads up!

I'd like to see some more technical specs on the OLED used, but at 300 bucks... kind of a no brainer if your serious about VR and like to tinker! Which 90% of us with a rift, do.
 
I am looking forward to hearing more about the screen upgrade coming up. Modularity seems like the right way to go. It seems like it has the ability to improve quicker than the others. Just think, someone could start selling an ultra high def display before the end of the year. OSVR could end up being the premier hmd...
Not expecting it to be, but is there anything keeping it from happening?
 
There are OSVR forums! I found a posting where one of the guys mentions this display:

If the head tracking on the OSVR is any good, theres no reason it can't be a serious contender with the big boy's.

These HMD's are very simple devices. I was pretty disappointed when I took apart my rift the first time and saw half a freaking cell phone in there... That's the one advantage I can see HTC having over Oculus, easier for them to make a "VR" display in house. I don't think anyone has made a VR specific LCD/OLED yet.

Back on track, as soon as I can verify the OSVR display isn't 800x600 pixels, I do believe I'll order one'

P.S, Did anyone else see the holes in the bottom of the housing? Maybe for typing? Typing is my one unsolved VR mystery right now...
 
Ok, so, the display it comes with:
Low persistence AMOLED at 1920x1080p resolution, using MIPI interface.

Using the MIPI interface is the real advantage here, as we can stick in any old 2560x1440 AMOLED display and it will work with no modification's.

I see that some people are working on a 3840x2160 display interface, I guess the interface is the same, but the control board that comes with the OSVR doesn't have the required bandwidth, having a "class 2" chip, when a "class 1" chip is needed. The other issue's with upgrading it to 4k are two fold, HDMI 1.4 does not support 4k, you need either HDMI 2.0 or Displayport, secondly, hardware will be pushed at 4k in VR.


Advantages I have found for the OSVR so far:

OSVR doesn't use software for distortion, and uses a different type of lense than the rift, reducing required processing resources.

It appears that they can't legally claim this; but the head tracking looks exactly the same as the Oculus Rift. If I had to venture a guess, I bet you can even stack your camera's. Also, the box in the back allow's for 360 degree tracking, with backup sensor's on board.


Disadvantage: (so far)

They are making a claim that there is something special about their stock display that is unclear as of yet, but it appear's to run at 60Hz. They list it is as "60fps", which I am assuming is the refresh rate. But apparently the display run's fine at 60Hz, I am a little skeptical, but only because I know how crappy my Oculus looks at 60Hz...
*edit* The factory display is a 120Hz panel, but the hardware runs it at 60Hz, leaving room for future optimization, or overclocking.
 
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Display Module
Single full HD 5.5” low persistence OLED silver screen with 401 PPI running at 60fps resulting in clearer, brighter images.
*Contributing to the low persistence is the simulated 240hz frequency rate the display operates at.
Additional display board allows for interchangeable displays


 
guess the interface is the same, but the control board that comes with the OSVR doesn't have the required bandwidth, having a "class 2" chip, when a "class 1" chip is needed. The other issue's with upgrading it to 4k are two fold, HDMI 1.4 does not support 4k, you need either HDMI 2.0 or Displayport, secondly, hardware will be pushed at 4k in VR.
How will they run their development cycle? Will they keep building onto the hdk? Or will they release new base versions? Or will they come out with a consumer version soon?
 
The next update for the OSVR HDK was shown at CES this year. Razer has confirmed that there will be an user-installable upgrade path from v1.3 to v1.4.
OSVR HDK v1.3 + Diffusion screen film + New firmware to drive the screen + Different foam paddings + ??? = OSVR HDK v1.4
 
vr07 is correct, and hit's on my favorite point. Instead of releasing the
"OSVR 2.0" for another $300, leaving user's with their old out of date models, they will simply offer new part's.

I hope this doesn't scare anyone off in the long run. The potential for a modular system is huge. VR goggles are just big plastic goggles, two snap in lenses, a display, and the display controller board. As display manufacturer's do more R&D, and now that they have a clear development path, these OLED's (or something else) will only get smaller, eventually allowing us to fit two micro 4k displays in there :D


I just hope people don't over-estimate the complexity of these new fangled "VR GOGGLES", and shy away from something you may have to manually upgrade, like a computer, in the near future as the tech is rapidly evolving.
 
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These HMD's are very simple devices. I was pretty disappointed when I took apart my rift the first time and saw half a freaking cell phone in there... That's the one advantage I can see HTC having over Oculus, easier for them to make a "VR" display in house. I don't think anyone has made a VR specific LCD/OLED yet.

Both the Rift CV1 and Vive has nearly identically spec'd dual-panel OLED displays designed specifically for VR. The old Oculus' took cell phone displays because that was the cheapest way they could build a dev kit.
 
So has anybody plumped for one of these yet?
Is it true the HTC and Oculus are using screens designed for VR, I have seen nothing on this, do you have a link?
 
Hi Guys. I'm also wondering if there is anybody on the forum using this. I've just picked up OSVR as it looks like interesting proposition for the vr 1.4 at 300 Euros (to be honest for us Europeans this is probably the only "reasonably" priced kit out there) and I wonder if people got it up and running and what are their experiences. I've watched couple Youtube videos and I expect the setting up to be a bit of a pain, but I wouldn't expect it to be harder then setting up my Gear VR with ED and I hope that the experience will be improved. Also if anybody is on 1.4 - is the text readable ????

Thanks for input guys :)
 
Well I got my OSVR on Tuesday.

So all the stories about hacking this and that for days were a bit misleading - if you haven't suffered a head injury in the last month you should be up and running with OSVR in about an hour. Everything you need is in the box and on youtube/reddit.

There is one yt vid by Robin Renaud that has pretty much all the steps - for me there were a few unexpected driver failure notices in the system tray and some win 7 v win 10 differences, but nothing a reboot and/or reinstallation couldn't fix. You need steamvr running in the background but I don't think you need to launch the game via Steam if you set up extended mode, osvr as secondary, select windowed, and HMD with Speakers.

Basically as far I could get it is a full picture but with the bit in the middle missing. The text was perfectly readable, SDE vastly exaggerated (it certainly didn't bother me) and the FOV is fine. I wouldn't think an extra 500 EUR to get a few more pixels would make a huge difference. Since I was missing 33% of the picture I didn't bother trying to fix the tracking issues that some other vid on yt was showing how to do (with FreePIE I think).

Now the real issue is that Fdev (rightly) can't support every bit of hardware in every iteration, ie including OSVR which in fairness is really only 90% ready from primetime. Razer only sells the hardware and probably won't have clue how it works especially with various games - I didn't try to contact their supprot. OSVR support seems not to reply to emails and reddit osvr seems quiet.

TL;DR I can't quite get it to show the middle part of the screen, hoping future software updates will fix this either officially or unofficially. Until then, it seems like Facebook Rift is a better choice.

Basically
 
So, how was your nose Chainguns? :D
I have read a LOT of complaints about the lenses touching the nose, eventually getting your nose very sore in the long run.
 
Nose was not too bad - the HMD is very light indeed and the strap can be made to do all the work. I had all sorts of sponges and bandages handy but they weren't necessary (for me). More negative marketing perhaps? It's worse if you need special glasses and don't have contact lenses, though there is an adjustment mechanism inside to replace glasses up to a certain level.

Interestingly there is a dedicated Elite Dangerous AMA on OSVR reddit today from the OSVR team so I presume it can be made to work well (and I'm hoping for the sake of my pride that the fix is a complex one!). If I can manage to stay up that late (Western USA time zone) I'll come back and post full instructions here (if they're not fully in the thread).

This is a great bit of kit for those with a) mid tier hardware or top tier laptops b) don't feel spending 1000 EUR on just Elite is that sensible - so it ticks all the boxes for me personally and I'd love to see this piece of kit working. If VR takes off and does not go into PS4/Xbone or BluRay/HDDVD territory then I'll happily get a Vive 2.0 after some other AAA titles get released.
 
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I just hope people don't over-estimate the complexity of these new fangled "VR GOGGLES", and shy away from something you may have to manually upgrade, like a computer, in the near future as the tech is rapidly evolving.

Be careful you dont underestimate the complexity either.

The big hurdle hasn't been the screens, tracking or resolution; its been latency... the tiny delay between the movement of your head, and the resulting change you see on the screen (after having passed through the motion detection, driver hardware, game, graphics driver and HMD display). Motion to photon. At 90fps you have just 16 milliseconds to do all that, and this is no mean feat. The complexity lies in removing the complexity - driving efficiency and speed to get that delay down to a low level.

OSVR (currently) runs at 60fps - with upgrades it could be substantially better. I'm all for upgradeable parts - the common PC is a great example of what can be done in this regard. Different lenses, face interface pads, screens, etc could all be great things.

OSVR will be more affordable, but there might be a nausea trade-off, especially in high-intensity experiences.

Will be interesting to see how it evolves compared to the big boys in VR.
 
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OSVR is now very, VERY irresistible as theres a really nice offer at Razer Store.. for at least us euros.. :D

If you spend at least 269 euros, which you will if you buy OSVR, you will get free Razer Adaro Wireless headset. Those are worth approx. 150 euros so anyone can do the math how much the OSVR costs after that.. ;)

http://www.razerzone.com/eu-en/store
 
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