Oculus VR Headset

From using the DK2 I got the impression that the issue wasn’t screendoor effect (fill percentage) but rather the size of the pixels. The spaces between the pixels didn’t really seem noticeable, it was just the shear size of each pixel that bothered me. Perhaps that’s just a fault in my perception though and the screen door was actually what I was experiencing.

IIRC DK2 is an upgrade to two seperate 1080p’s.
EDIT: huh. It’s not clear. Different articles say different things. They all seem to say that there are two separate screens, but some are saying they’re 1080p and others are saying they’re 960x1080. Not sure which is right, wish I had spent more time with the occulus devs and asked this stuff myself.

I think it’s one 1080p screen, which would leave 960x1080 for each eye.

Well I guess that would make sense :retard:

Yes but does the lens cover all those pixels? Or are there parts of the screen (mostly edges) that we can’t see?

If you watch someone play an occulus with a secondary monitor showing what they’re playing, it usually has this weird warped effect with black edges, so my guess is no, the occulus doesn’t actually use the entire screen, but at least the vast majority of it.

If they can turn off rendering those pixels they can give the PC a performance jump, but I’m guessing it’s not that easy.

I guess those extra pixels could be used if someone wants to adjust the lenses to correct their sight (if they were glasses etc.). Still, if they make a software that can detect and turn off those unused pixels they would reach some good results.

I still don’t get how this could ever catch on as a mainstream product.

Not in its current form, anyway.

I think it’s the idea that you have to constantly put on and off that thing on your head that makes people doubt its success in the long term rather than the tech itself.

You may argue “oh but don’t you do that with headphones too?”, but headphones don’t completely block your awareness of the world around you the way VR does - unless they add a wide lens camera to it :stuck_out_tongue:

Personally, I believe it will become a mainstay for gamers but will not be as successful as people think it will. It certainly has more appeal than motion controls tho.

Depending on what kind of headphones you use they can, just with a different sense. You don’t even need noise cancelling headphones for that either.

Most people buy headphones that don’t completely block external sounds tho. Of course if you’re listening to stuff at a high enough volume, all of them block external sounds tho.

they should put two cameras on the oculus rifit, one for each eye… that would be weird.

I think VR will become mainstream, but it’ll take time… like gaming.

I think VR will have decent software support and a small-ish group of hard core enthusiests, and it’ll steadily grow from there.

Actually, someone did just that.

And then those products changed forms.

Considering the positive reception of the Oculus, I think the future of VR is guaranteed.

And this doesn’t even really need to.

I mean the functionality is gonna become way more comprehensive, but it could stay a black brick on your face forever and still be 'mazing.

But the thing is, it will inevitably change forms.

WHAT THE FUCK

Facebook just bought Oculus for a cool 2 billion USD

WHAT

u wot

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