Discussion
So with the recent reduction in price on the Vive and Rift I'm thinking of jumping in, with a first thought to the Vive.
I should be able to free up a 9ft by 10ft space which I believe would be ok, however I also have a gamer chair and wheel set up I would like to use on occasions and leave just outside of the designated area.
So the question is, can you include 2 area set ups with the sensors, one for the walking around bit, the other for when I want to use the wheel set up.
Owing to the weight and cumbersome properties of the wheel set up I'd rather not carry it into the first space each time to use it, but just switch to 'room layout b' when needed?
Thanks
I should be able to free up a 9ft by 10ft space which I believe would be ok, however I also have a gamer chair and wheel set up I would like to use on occasions and leave just outside of the designated area.
So the question is, can you include 2 area set ups with the sensors, one for the walking around bit, the other for when I want to use the wheel set up.
Owing to the weight and cumbersome properties of the wheel set up I'd rather not carry it into the first space each time to use it, but just switch to 'room layout b' when needed?
Thanks
Thanks, a small pain but i guess its get aroundable
I actually tried my friends Vive out for the first time, whilst the affect is amazing, i just didnt get on with the screen
At first i could only see the black 'frame work' around the pixels, then once i tried to stop focusing on the screen and just race, i found the screen too fuzzy in the distance (Assetto Corsa) to really see whats going on.
So i have decided to leave this gen VR until the screen improves, hoping the upcoming LG one will tick this box
Strange that in todays tech its the screen that lets it down, i know more pixels means more hardware, but i would of thought they could of put a program in that optimises the pixels ytou see based on your hardware, so more powerful computer you own the crisper the graphics?
Then again, i am def only a lay man in computer stuff so im sure there is a good reason for it
I actually tried my friends Vive out for the first time, whilst the affect is amazing, i just didnt get on with the screen
At first i could only see the black 'frame work' around the pixels, then once i tried to stop focusing on the screen and just race, i found the screen too fuzzy in the distance (Assetto Corsa) to really see whats going on.
So i have decided to leave this gen VR until the screen improves, hoping the upcoming LG one will tick this box
Strange that in todays tech its the screen that lets it down, i know more pixels means more hardware, but i would of thought they could of put a program in that optimises the pixels ytou see based on your hardware, so more powerful computer you own the crisper the graphics?
Then again, i am def only a lay man in computer stuff so im sure there is a good reason for it
It's called SDE, screen door effect.The screen is already better than HD, I'm not sure what resolution it would need to disappear but I think it's 2k, 4k or maybe 8k and at a very high frame rate (90+ I think is optimal), Add in the extra overhead for VR and you need a beast of a PC.
Mine is running a 980ti and I really need an upgrade, it beasts most stuff at 1080 normal gaming.
I'd not expect much of an improvement this generation incremental improvements maybe but not that leap for a few years to uhd and I think that will be because even enthusiasts are not commonly running 4k.
They need to find a way for them to only render what you can see with clarity and leave the rest vague/peripheral so rendering a small area at a higher resolution and the rest at a low resolution that will allow lower spec pc's to run VR better.
Mine is running a 980ti and I really need an upgrade, it beasts most stuff at 1080 normal gaming.
I'd not expect much of an improvement this generation incremental improvements maybe but not that leap for a few years to uhd and I think that will be because even enthusiasts are not commonly running 4k.
They need to find a way for them to only render what you can see with clarity and leave the rest vague/peripheral so rendering a small area at a higher resolution and the rest at a low resolution that will allow lower spec pc's to run VR better.
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