Discussion
snuffy said:
RobM77 said:
Something else that has surprised me is that my three monitors are displaying the game whilst I play it on the OR, which can't be that good for graphics processing efficiency! Does anyone know anything about that and/or how to turn it off to give the gfx card less to do?
Unplug the monitors. Or disable them in Windows video settings.I had a quick google, as I figured there *must* be a script for this.
http://stackoverflow.com/questions/12329103/way-to...
So, you can copy that, adjust it a little, and link it to an icon on the desktop with the shortcut executing the batch file. Click and go!
http://stackoverflow.com/questions/12329103/way-to...
So, you can copy that, adjust it a little, and link it to an icon on the desktop with the shortcut executing the batch file. Click and go!
Tonsko said:
Very interesting but that article is talking about a small mobile computing module built into the headset, essentially smartphone hardware which is all well and good for playing mobile games but not exactly the VR experience I'd be looking for tbh. Would rather they concentrate on getting it to wirelessly connect to your PC for proper games.Bandwidth is the problem, especially if they push out in higher resolution.
At the moment it can be done, quite easily in the grand scheme of things. Would cost about $200 onto the RRP though I suspect just for the hardware.
The second you go into 4K and its a real problem as there is pretty much no solution for reasonable cost that can handle that kind of data.
At the moment it can be done, quite easily in the grand scheme of things. Would cost about $200 onto the RRP though I suspect just for the hardware.
The second you go into 4K and its a real problem as there is pretty much no solution for reasonable cost that can handle that kind of data.
red_slr said:
Bandwidth is the problem, especially if they push out in higher resolution.
At the moment it can be done, quite easily in the grand scheme of things. Would cost about $200 onto the RRP though I suspect just for the hardware.
The second you go into 4K and its a real problem as there is pretty much no solution for reasonable cost that can handle that kind of data.
Are you saying that even wireless ac is not enough for 4k? Also why would it cost $200? I'm assuming that there is more to it then just sticking in a wireless card then?At the moment it can be done, quite easily in the grand scheme of things. Would cost about $200 onto the RRP though I suspect just for the hardware.
The second you go into 4K and its a real problem as there is pretty much no solution for reasonable cost that can handle that kind of data.
Yeh, whilst AC is theoretically capable of it, there are all sorts of wireless factors that they can't control - distance to AP, walls, interference, quality of AP firmware etc. For a true wireless solution, I feel that they'd have to produce a little box that is purely for wireless play, firmware that the headset manufacturer controls, optimised for video, it's own SSID, and sat right next to where you are playing.
Tonsko said:
Yeh, whilst AC is theoretically capable of it, there are all sorts of wireless factors that they can't control - distance to AP, walls, interference, quality of AP firmware etc. For a true wireless solution, I feel that they'd have to produce a little box that is purely for wireless play, firmware that the headset manufacturer controls, optimised for video, it's own SSID, and sat right next to where you are playing.
That's actually a pretty good idea. A mini Wireless AC router bundled in with the headset that you stick in the same room as you play. Should be doable for not too extortionate a cost. Not sure how long the battery unit in the headset would last, kicking out full speed wireless transmissions though.So I finally got to try out the Vive with Project Cars on Saturday, I was impressed but not enough to shell out on one just yet. My fears over the weight/comfort and the resolution were confirmed. After only 15-20minutes use my eyes felt tired, and the headset was starting to feel uncomfortable. Too blurry to wear for extended periods of gaming for me at least. It's a great innovation and I really enjoyed the immersion, the tech just isn't quite there yet for me.
born2bslow said:
So I finally got to try out the Vive with Project Cars on Saturday, I was impressed but not enough to shell out on one just yet. My fears over the weight/comfort and the resolution were confirmed. After only 15-20minutes use my eyes felt tired, and the headset was starting to feel uncomfortable. Too blurry to wear for extended periods of gaming for me at least. It's a great innovation and I really enjoyed the immersion, the tech just isn't quite there yet for me.
Was super sampling on out of interest?red_slr said:
As soon as you start to push the resolution up, the problem becomes unmanageable, esp when keeping costs down.
Don't forget all this is happening at 90 FPS and twice...
It doesn't need to send 2x 1080p images per frame, the 1080p frame is split into 2 halves (960x1080 per eye). This is still a lot of stress for your GPU though.Don't forget all this is happening at 90 FPS and twice...
scorp said:
red_slr said:
As soon as you start to push the resolution up, the problem becomes unmanageable, esp when keeping costs down.
Don't forget all this is happening at 90 FPS and twice...
It doesn't need to send 2x 1080p images per frame, the 1080p frame is split into 2 halves (960x1080 per eye). This is still a lot of stress for your GPU though.Don't forget all this is happening at 90 FPS and twice...
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