So my rift has tirned up, and

Well, now you're just being specisist. :p

It's not easy using this thing with compound eyes.

We are "tricked" into seeing 3d fundamentally by giving each eyeball a very slightly different perspective - the perspective each eye would naturally see given they aren't in the same place.

So this gets me to thinking: if we take a creature with compound eyes, and display directly into each ommatidia/lens a different image such that the creature would be given a single full vista, how badly would that creature lose its mind?

That's enough coffee for today.
 
We are "tricked" into seeing 3d fundamentally by giving each eyeball a very slightly different perspective - the perspective each eye would naturally see given they aren't in the same place.

So this gets me to thinking: if we take a creature with compound eyes, and display directly into each ommatidia/lens a different image such that the creature would be given a single full vista, how badly would that creature lose its mind?

That's enough coffee for today.

It would work, I think, but you'd need a hell of graphics card to handle a 256-screen VR headset.
I'm going to put the whiskey down, now.
 
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There's a setting to level the horizon in the SRV:
Trust me. You need that.
Well, that or a bucket. Not a lulzbucket.

But... Yeah, you're gonna love this.

Driving the SRV "au naturel" used to give me a tiny bit of nausea, but that quickly disappeared.
 
I too have a 1070 gpu (and i5 6600k cpu). I just picked up my Rift last week, so I can confirm that it does take a while to just get used to the whole VR setting. That being said, I believe I've found my 'sweet spot' for graphic settings. SS at 1.0, HMD quality at 1.5, Bloom/blur/DOF/etc turned off, shadows at medium.

Turning off ASW in game, I was fluctuating between 50-90 FPS in a Haz Res last night, but I didn't notice any stuttering and it didn't affect me motion sickness wise or anything. Mostly noticed my FPS steady in the yellow-green zones (I wear glasses and can't clearly see the fps numbers, so thank you FD for color coding the ranges!).

I also changed my HUD color settings to a green setting suggested by Pausinias (sp?) and it makes a world of difference in viewing in VR.

Every day I am finding myself enjoying the VR experience more and more.
 
Is there any consensus on the aliasing settings? (Sorry, that seems to be a minefield as a newcomer).
There is clearly no consensus. With a good Nvidia card, I prefer using SMAA and the best HMD quality I can get away with after that. I clearly see reduced jaggies on cockpit struts and etc when they are on the diagonal. FXAA was second best, but was less of a performance hit. With AA off and a higher HMD quality (or debug tool PPD), I didn't think it looked as good. The last time I checked was a few months ago, so things may have changed. I think I'll have another go after 2.3 and the newest drivers drop. And my eyes aren't the greatest, so what looks good to me may not look good to someone else. I'll just add that 90FPS is overrated, imho of course.
 

But, two questions:

-Is there any consensus on the aliasing settings? (Sorry, that seems to be a minefield as a newcomer)
-Has anyone asked for a switch to turn off the hand animations? I's weirding me out watching my hand move. :/

Edit: Grr. Turned, not tirned.

If you have an Nvidia card, then the Nvidia AA is by far superior in terms of functionality and efficiency. I have my Nvidia card set to override EDs AA settings. Same way with Vsync. Let your card do the work.

Depending on the card you have, you should also download the SDK tool kit. You can double the Super Sampling by increasing the pixel density on your rift. So you can go 2 times pixel density on the tool and 2 times super sampling. So essentially 4k I have a 1080ti so now I also make my HMD quality 2.0 and can see all the fog effects and smoke that I was missing before. My Headset view now looks as good as my 2k monitor and slightly less quality than my 4k TV. Its great.

Congrats on the Oculus and make sure you read the instructions on the SDK tool and how to use it. Its really worth using in ED.
 
Depending on the card you have, you should also download the SDK tool kit. You can double the Super Sampling by increasing the pixel density on your rift.

Do you mean the Oculus Debug Tool? You no longer need to use that to change the Pixels-per-Pixel setting, the in-game HMD Quality setting does exactly the same thing.
 
With SS lower than 1 you will loose ingame details because its similar to lower ingame resolution. The details are gone irrespective of your upscaling via HMD-SS after it.

My sweet spot is ss at 1.0, hmd-ss 1.25 and sma-antialiasing with a crappy but heavily overclocked AMD R9 290 and a dk2.
 
If you have an Nvidia card, then the Nvidia AA is by far superior in terms of functionality and efficiency. I have my Nvidia card set to override EDs AA settings. Same way with Vsync. Let your card do the work.

Depending on the card you have, you should also download the SDK tool kit. You can double the Super Sampling by increasing the pixel density on your rift. So you can go 2 times pixel density on the tool and 2 times super sampling. So essentially 4k I have a 1080ti so now I also make my HMD quality 2.0 and can see all the fog effects and smoke that I was missing before. My Headset view now looks as good as my 2k monitor and slightly less quality than my 4k TV. Its great.

Congrats on the Oculus and make sure you read the instructions on the SDK tool and how to use it. Its really worth using in ED.

The debug tool has a 1.4 setting. ED doesn't. I still use it.

Ahh, I'll have a tinker with that... Still working through combinations, but I'll leave a note for future baffled noobs when I reach a conclusion. [noob]
 
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