HTC Vive...let's try this VR stuff..

HTC Vive...let's try this VR stuff..

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Discussion

Speckle

3,452 posts

216 months

Saturday 15th July 2017
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mackie1 said:
Yeah I need to wean myself off that, I think I've more or less learnt the ring now. No assists or TC at all though.
I'm only messing with you, doesn't really matter as long as you're having fun!

It is well worth turning it off though. I used to use the driving line all the time back in the early Gran Turismo time trial days. But, I have found it much easier to be quicker without the driving line - it is rarely the fastest way round the track!

There was an 'interesting' period of adjustment mind you, with many, many offs and barrier collisions hehe

born2bslow

1,674 posts

134 months

Monday 17th July 2017
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anonymous said:
[redacted]
1. SLI is not supported so you will only get the single card performance. When I ran SLI I thought you could only output from the primary card anyway normally. Not a tech wizard so maybe somebody else knows how, but it won't work on rift afaik.
2. You can get cables that are displayport or DVI to HDMI for your monitor if needs be, I have both running from my 980Ti to allow me to switch between triple screen and the headset (my 3x24" monitors area all HDMI only but not 4k), the Rift uses an HDMI, I haven't tried converting that with a different cable.
3. I would use the conversion cable for your monitor just in case, you need all the res you can get in the rift. I haven't tried adaptors so can't comment on their effectiveness sorry.

Type R Tom

3,861 posts

149 months

Monday 17th July 2017
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anonymous said:
[redacted]
If I was you I'd whip out the two cards, flog them and buy one single top spec.

born2bslow

1,674 posts

134 months

Monday 17th July 2017
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You'd probably get a good price with the bitcoin mining boom at the moment though a replacement will cost a bit more too...

born2bslow

1,674 posts

134 months

Monday 17th July 2017
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One of those will be handy with a rift, go for it...I'll have the other one smile

Actually if you've got 2x1080Ti's in SLI wtf is the rest of the PC spec, I'm intrigued to find out what kind of beast you have there?

Edited by born2bslow on Monday 17th July 15:35

130R

6,810 posts

206 months

Monday 17th July 2017
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I don't think you would have any issues running your monitor through a DisplayPort to HDMI adapter.

Bullett

10,884 posts

184 months

Monday 17th July 2017
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Oculus users.

How many USB ports do you need and how long are the leads on the sensors? Reading around it looks like it's not going to suit my space as I have no desk. Just a projector/screen and a PC.
That's how my Vive is set up. The lighthouses are not connected to the PC as they use wireless of some kind and just need power which is different to the OR.


born2bslow

1,674 posts

134 months

Monday 17th July 2017
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One for each sensor and one for the headset. Most USB controllers can only handle 2 sensors so most people get the anitek usb3 expansion card. Some say it works happily on usb2 though so it's not gospel.

The leads aren't long enough really so you may need at least one extender for the furthest sensor.

born2bslow

1,674 posts

134 months

Monday 17th July 2017
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I'm running an i7 950 oc'd to 3.4GHz with 12Gb 1600MHz so a bit more dated. When I went SLI the extra GPU processing actually caused my CPU to go apest, so I went down to one card. 2 1080Ti is overkill at the moment unless you are looking to game in 4k all the time which i presume you are using a 4k TV. I have no problem with anything in Rift other than the constant message that my computer does not meet min requirements. Forget the upgrade get the rift, it's nowhere near 4k, it's not even HD level resolution, but the first time you pass a car and check your shoulder to make sure you're clear, or fly past a planet in a space sim you'll realise what immersion is all about.

born2bslow

1,674 posts

134 months

Monday 17th July 2017
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Overclockers were still taking pre-orders against arriving stock last I heard...

born2bslow

1,674 posts

134 months

Tuesday 18th July 2017
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This was just posted by a member of staff on the Overclockers forum so you should be able to get one if you pre-order it...

"The last I heard about stock was on Thursday last week. There were two estimates 5-10 days and 2 weeks, both from different distributors. I'd take both estimates with a handful of salt and estimate 3-4 weeks if I'm being honest - just to avoid disappointment. The good news is that the summer of rift promo price should be extended to make up for the lack of stock over the promotional period."

Linky: https://forums.overclockers.co.uk/posts/30978064

snuffy

9,752 posts

284 months

Tuesday 18th July 2017
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I can't see this £400 price as a promotional price. It will have to stay at that price now. For example, I'm now tempted at £400, but if the price had gone back up again by the time I can to clicking the buy button then I'd not buy one.

Bullett

10,884 posts

184 months

Tuesday 18th July 2017
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Cost/Loss leader for software sales?

I think they are on the back foot, first to market was squandered with slow delivery and availability plus no room scale day one, the facebook thing pissed a lot of people off and a pretty much closed software platform. Ok you can use revive but they tried to shut it out.



red_slr

17,227 posts

189 months

Tuesday 18th July 2017
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I can only guess there is a second generation product waiting in the wings.

Its still a very niche product though and even though there are quite a reasonable number of users now the actual people you see online playing games is often <100 which shows just how small the user group is. I play Onward quite a bit and even with 10 people per lobby you don't often see more than 10 or 15 lobbys. Pavlov is similar if not worse, there have been times I have gone on there and there has not been a single EU player online.

Bullett

10,884 posts

184 months

Tuesday 18th July 2017
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I think 18 months is the soonest we could expect a release.
It's not just the hardware they need to improve but either find a way to reduce the processing power needed or wait for PC spec's to catch up. Or come up with a genuine killer app on the new ones.

Wishlist for me
Higher resolution, wider fov
eye tracking
Lighter
Wireless
Lower PC overhead
Whole body tracking
Hand tracking/haptic feedback


willisit

2,142 posts

231 months

Tuesday 18th July 2017
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Bullett said:
I think 18 months is the soonest we could expect a release.
It's not just the hardware they need to improve but either find a way to reduce the processing power needed or wait for PC spec's to catch up. Or come up with a genuine killer app on the new ones.

Wishlist for me
Higher resolution, wider fov
eye tracking
Lighter
Wireless
Lower PC overhead
Whole body tracking
Hand tracking/haptic feedback
100% agree. I have the Rift and with my setup, I could probably wangle a higher res panel per eye... just, but most couldn't. So, getting v2 to market is about the industry as a whole keeping up - which is hasn't. Asking the spec they do now isn't a light one, and then asking for the equivalent of a 1080Ti (or two!) for 4k (or 2k per eye) visuals is too much... right now.

So with the new "all in one" coming later in the year, I suspect we'll see a wireless solution, smaller packaging, lighter... and then visuals in the next release in about 18 months as you say.

Either way. I'm buying. Elite Dangerous/pCars.. just about "killer" titles. The rest is quirky, or cool, but not enough to sell a £1000 purchase for most punters.

mackie1

8,153 posts

233 months

Tuesday 18th July 2017
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The tech all exists for 2x the res without much extra processing overhead. The screen tech, eye tracking and foveated rendering stuff is all there, someone just needs to put it in a nice box. TBH the tracking tech used by the Vive doesn't need much work, except maybe offering more flexible positioning options.
I'd love proper stereo cameras too to allow seeing through the headset.

born2bslow

1,674 posts

134 months

Tuesday 18th July 2017
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mackie1 said:
The tech all exists for 2x the res without much extra processing overhead. The screen tech, eye tracking and foveated rendering stuff is all there, someone just needs to put it in a nice box. TBH the tracking tech used by the Vive doesn't need much work, except maybe offering more flexible positioning options.
I'd love proper stereo cameras too to allow seeing through the headset.
The tech may exist but how many people can afford it? The problem with building the headset is how many customers have got a PC with a good enough gfx to run it. If the potential userbase is too small, they won't build the headset...the business case won't work.

mackie1

8,153 posts

233 months

Tuesday 18th July 2017
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It'd likely be the current user base that'd be interested or enthusiasts that are holding out for the feature set I mentioned.

That said if they have only sold ~500k units then they're probably not going to sell that many V2 units in 18 months and the unit cost may well be more if they want to convince people to upgrade at all. We shall see. What we have now is more that good enough to have fun with!

born2bslow

1,674 posts

134 months

Tuesday 18th July 2017
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mackie1 said:
What we have now is more that good enough to have fun with!
+1 brilliant fun...