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01-05-2018, 12:57 AM | #15 | |
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All these things will be obsolete in a few years like our phones are and we'll probably be on to the next one anyway. The price we pay for early adoption of new tech. |
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01-05-2018, 01:03 AM | #16 | |
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Since I have extensive experience with both, I don’t really feel I need to read reviews. You can also use a large play space with an oculus, no trouble at all. Sent from my iPhone using Tapatalk
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01-05-2018, 06:32 AM | #17 |
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The best application for VR is racing sims. This is a car forum so I would have thought this would be a common goal. rFactor2, pCARS2 and Assetto Corsa all support VR. I personally prefer rF2. I’ve held off on VR because the resolution sucked but now that they run 1440x1440 per eye I am interested. I spoke to some simracing friends yesterday who I knew were previously running triples and they all agreed that VR is better than triples hands down.
I plan to rebuild my cockpit without a monitor and make the wheel and pedals telescope somehow. So when I am not using it I can slide the seat forward (unlike my FRS the seat on my sim locks forward) and then slide the wheel and pedals back making it have a very small footprint. |
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01-05-2018, 07:36 AM | #18 |
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I'm waiting to see if HTC announces the Vive 2 next week at CES. It's an on again, off again rumor.
Like @Impureclient says, this is in its infancy (flip phone stage). Eventually AR and VR will merge. The company that first comes out with a headset that does both in a relatively compact package will probably own the day.
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01-05-2018, 10:07 PM | #19 | |
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Yep. Sim racing is fantastic in VR... so long as you don’t get motion sickness too easily. Assetto Corsa is really well done once you’re in the car. The menu system is still on screen which is a bit annoying. DiRT Rally is sensational as well. Sent from my iPhone using Tapatalk
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01-06-2018, 11:56 PM | #20 | |
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01-07-2018, 01:25 PM | #21 |
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Well, the HoloLens is more augmented reality (AR) so yes. The difference is you really need to do both. AR is cool for things like Pokémon Go or other applications where you want things to appear in "the real world". If you want something that appears in a different world (Fallout, Skyrim, etc) you need to be able to shut out the real world but have full motion tracking, etc.
That's the real winner, something that can do both in a package that is smaller than what we have now.
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01-07-2018, 04:49 PM | #22 |
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The difference between the terms mixed reality and augmented is pretty convoluted at this point.
I’m exploring the tech to be used for medical teaching. For that application, the theory behind something like the holo lens is perfect. Being able to virtually project a 3D model in a room which a group of students can all see at once and discuss features etc with a teacher. VR is such an isolated experience in comparison. In practice though the Hololens is pretty terrible visually. Most of the promo videos you see give you the idea that the visual experience is a lot more spectacular than it is. It’s a brilliant proof of concept though. Sent from my iPhone using Tapatalk
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01-09-2018, 12:55 PM | #23 |
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HTC did announce the Vive Pro this week. Higher resolution, two cameras, lighter weight, no price or ETA. Also, better tracking for multiple players in the same room.
They announced the add-on wireless system, but it won't be available in the US until Summer.
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01-09-2018, 11:37 PM | #24 | |
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Would the Vive Pro mean an increase in minimum requirements, particularly the graphics card? |
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01-10-2018, 07:16 AM | #25 |
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01-10-2018, 07:29 AM | #26 | |
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I'm thinking it will come in at the VIVE I price and the VIVE will drop further but that's mostly speculation on my part. Interesting that they plan to offer an upgrade path to current owners though.
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01-10-2018, 09:54 AM | #27 |
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You have to consider the 90FPS refresh rate. It makes the graphics cards work harder than the same resolution at 60FPS. (Which is what most monitors run at)
My 1070 is just "okay" for the two 1080p screens in the rift now. PC1 and PC2 runs smoothly, but only at medium settings. |
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01-10-2018, 10:30 AM | #28 | |
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Both the Vive and the Vive Pro run at 90Mhz refresh rate, as does the Rift (if I'm recalling the Rift correctly). I agree the increased resolution could impact FPS though.
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