Did a 5 hour Euro Truck session in the Rift S last night.
Maintaining 80fps with the in game scaling at 200% (the equivalent of 1.5x Pixel Density) was not a problem for my 2080Ti and on the rare occasion that the scene got poly-heavy (i was driving through some of the most intensive parts of Italy) ATW would keep things very fluid (I have ASW disabled in the debug tool and Pixel density set to 1).
For me maintaining a fluid reprojection free experience is the most critical part of the immersion. The tracking works fine but i was sat in a sim rig setup and not doing roomscale.
The S lenses are a huge step up from the CV1 with a sharp full field and very little scattered light. On the software side the distortion profile and the world scale are perfect. My IPD is 68mm.
Panels are outstanding. The stripe means that SDE is gone, you can see pixel structure if you really look for it but compared to pentile OLED and its lego brick tower effect its just not there. Color and contrast are very nice, not as saturated as the OLED in the Vive Pro but considerably more punchy than the 5k+ LCD. Blacks are black in high contrast scenes but in a dark, low contrast homochromatic scene (night driving down the motorway in the truck) backlight bleed is obvious and there is a distinct grey glow.
The halo design works really well as it takes a lot of the weight off your cheekbones. It took a bit of fiddling to get it right and i want to replace the gasket with a firmer one but thats no biggie. The fact i was able to do 5 hours without discomfort is testament to a good design.
In a nutshell its a very polished software and hardware experience and the result is truly immersive VR.
gg Oculus
Maintaining 80fps with the in game scaling at 200% (the equivalent of 1.5x Pixel Density) was not a problem for my 2080Ti and on the rare occasion that the scene got poly-heavy (i was driving through some of the most intensive parts of Italy) ATW would keep things very fluid (I have ASW disabled in the debug tool and Pixel density set to 1).
For me maintaining a fluid reprojection free experience is the most critical part of the immersion. The tracking works fine but i was sat in a sim rig setup and not doing roomscale.
The S lenses are a huge step up from the CV1 with a sharp full field and very little scattered light. On the software side the distortion profile and the world scale are perfect. My IPD is 68mm.
Panels are outstanding. The stripe means that SDE is gone, you can see pixel structure if you really look for it but compared to pentile OLED and its lego brick tower effect its just not there. Color and contrast are very nice, not as saturated as the OLED in the Vive Pro but considerably more punchy than the 5k+ LCD. Blacks are black in high contrast scenes but in a dark, low contrast homochromatic scene (night driving down the motorway in the truck) backlight bleed is obvious and there is a distinct grey glow.
The halo design works really well as it takes a lot of the weight off your cheekbones. It took a bit of fiddling to get it right and i want to replace the gasket with a firmer one but thats no biggie. The fact i was able to do 5 hours without discomfort is testament to a good design.
In a nutshell its a very polished software and hardware experience and the result is truly immersive VR.
gg Oculus