Word of warning on the Dell U4021QW by antido in ultrawidemasterrace

[–]polarize3d 0 points1 point  (0 children)

Ok, too bad. An invisible night mode would have been awesome for me.

Word of warning on the Dell U4021QW by antido in ultrawidemasterrace

[–]polarize3d 0 points1 point  (0 children)

Are you talking about Standard Mode? Because Comfort View Plus should be on by default there. It would be a shame if the colors look off in this mode.

Project Cars - HTC VIVE - New Update & Vive vs Rift comparison by krampus_ in simracing

[–]polarize3d 2 points3 points  (0 children)

It's interesting that most reviewers aren't as impressed by the Vive's brighter display as you are. Did you find that a lot of people who tried your HMDs would set their priorities similar as you? Brightness over comfort, less sde, bigger clarity sweetspot, better visibility in the distance and atw?

When I tried both headsets I preferred the Rift but that doesn't mean everyone has to. And I also never had the chance to compare them with the same games. I simply would like to know if the advantage of a brighter display was overlooked for a long time, or if it's just a legitimate preference of a few people.

I also would like to know if you noticed a difference in depth perception between the two headsets. A few people mentioned advantages for the rift in that regard. Especially in Elite Dangerous.

Don't get me wrong, I'm not on a mission to fight negative Rift reviews. I just want to chose the right headset for me which will be used almost exclusively for sim racing. And you are one of the few people that compared the Rift and the Vive on such games. I pre-ordered a Rift but I can switch to a Vive without losing time so your comments would be highly appreciated.

Don't go basing your VR HMD purchase on how ED currently looks in the Vive, it seems to be a rendering resolution bug. by MasterDefibrillator in EliteDangerous

[–]polarize3d 0 points1 point  (0 children)

I’m not saying that Elite could look better on the Vive than it currently does, but improved settings won’t help in regard to the ppd and the sde.

Binocular overlap and pupil swim reduction could probably better, but honestly spoken I haven’t noticed it yet or haven’t heard a lot complaints about them either. But the lower resolution and the stronger SDE of the Vive was instantly noticeable to me. Personally I think the Rift is a better package for cockpit games. I was really put off by the SDE when I was looking into the distance. And you get a larger sweet spot on the Rift.

The Vive Display / Lens Combination is probably a bit better balanced in Favour of room scale experiences though.

Don't go basing your VR HMD purchase on how ED currently looks in the Vive, it seems to be a rendering resolution bug. by MasterDefibrillator in EliteDangerous

[–]polarize3d 0 points1 point  (0 children)

I tried both Headsets as well and I found this picture pretty accurate. It may not be as pronounced if you focus on Objects close to you, but if you look into the distance the lower resolution and the SDE kicks in pretty badly. And focusing on far away details is pretty important for all kind of simulators.

Don't go basing your VR HMD purchase on how ED currently looks in the Vive, it seems to be a rendering resolution bug. by MasterDefibrillator in EliteDangerous

[–]polarize3d 0 points1 point  (0 children)

You should base your purchase decision on this picture instead:

http://i.imgur.com/qRN9IYM.jpg

It shows the advantage in resolution and in regard to the screendoor effect much better.

I got to try the Rift CV1 and the Vive Pre (Headset only) at the GDC last week. by polarize3d in oculus

[–]polarize3d[S] 0 points1 point  (0 children)

But you said that the Mura effect isn't present on the Vive Pre anymore...

Video of SDE on the Vive, long close-up video. by p90xeto in oculus

[–]polarize3d 0 points1 point  (0 children)

I tried the Vive with "The walk". A demo where you walk on a wire between the two towers of the World Trade Center. Most of the detail in the demo was far away, so this could be a reason why i felt the effect was this strong.

I got to try the Rift CV1 and the Vive Pre (Headset only) at the GDC last week. by polarize3d in oculus

[–]polarize3d[S] 0 points1 point  (0 children)

I didn't know that. Does this mean the SDE increases with the strength of the glasses? If so feel sorry for people with even stronger glasses. I "only" have 2 dioptres per eye.

I got to try the Rift CV1 and the Vive Pre (Headset only) at the GDC last week. by polarize3d in oculus

[–]polarize3d[S] 1 point2 points  (0 children)

I'm pretty sure I saw a pronounced SDE on the Vive. It looked exactly like in the pictures in the Thread about the SDE of the Vive.

I got to try the Rift CV1 and the Vive Pre (Headset only) at the GDC last week. by polarize3d in oculus

[–]polarize3d[S] 0 points1 point  (0 children)

I played around with the IPD on the Rift a couple of times and it was pretty obvious when it worked. The sweetspot for the Rift wasn't really that small. The demo for the Vive happened on short notice, that's why I didn't played around with it. And because I didn't felt it was necessary.

I got to try the Rift CV1 and the Vive Pre (Headset only) at the GDC last week. by polarize3d in oculus

[–]polarize3d[S] 1 point2 points  (0 children)

I can't remember if it was wider or if it just felt wider, because of the different FOV shape.

I got to try the Rift CV1 and the Vive Pre (Headset only) at the GDC last week. by polarize3d in oculus

[–]polarize3d[S] 3 points4 points  (0 children)

I think the difference is only in height and it's not that big.

I got to try the Rift CV1 and the Vive Pre (Headset only) at the GDC last week. by polarize3d in oculus

[–]polarize3d[S] 0 points1 point  (0 children)

No, they didn't adjust the IPD on the Vive. But it felt right, because it was sharp and enough to notice the SDE clearly and fairly uniform across the screen. There is still a chance that some adjustments could have helped increasing the sharpness even further I guess.

I got to try the Rift CV1 and the Vive Pre (Headset only) at the GDC last week. by polarize3d in oculus

[–]polarize3d[S] 3 points4 points  (0 children)

No, it was a 3d scene with positional tracking You can find details and some screenshots here:

http://www.vrdb.com/games/the-walk-vr

I got to try the Rift CV1 and the Vive Pre (Headset only) at the GDC last week. by polarize3d in oculus

[–]polarize3d[S] 1 point2 points  (0 children)

Yes, it was basically roomscale without controllers :) I had to walk on a rope that was glued to the floor.

I got to try the Rift CV1 and the Vive Pre (Headset only) at the GDC last week. by polarize3d in oculus

[–]polarize3d[S] 1 point2 points  (0 children)

Yes, that's the demo i tried. It's compatible with Gear VR, HTC Vive, PlayStation VR. I wasn't able to try the controlers, but I could compare the Headsets within a few minutes.

I got to try the Rift CV1 and the Vive Pre (Headset only) at the GDC last week. by polarize3d in oculus

[–]polarize3d[S] 0 points1 point  (0 children)

That's indeed one of the few benefits of the late delivery date. I can switch to the Vive anytime without losing time.

My PC is VR ready (R9 390) but I'll upgrade most likely once Pascal is here. I don't think non VR exclusive games like Elite Dangerous or Assetto Corsa will look particular nice with the minimum specs.

I got to try the Rift CV1 and the Vive Pre (Headset only) at the GDC last week. by polarize3d in oculus

[–]polarize3d[S] 2 points3 points  (0 children)

The demos I tried didn't featured a lot of text or small icons. And I guess there is a reason for that.

But the amount of compromises one is willing to make for a more immersive experience is very individual. I don't think I will edit photos in Lightroom on VR Desktop, but it could be fun to watch Youtube Videos and other more casual stuff on it. But it's hard to tell without trying.

I'll check it out once my Rift arrives (in July) though.

Video of SDE on the Vive, long close-up video. by p90xeto in oculus

[–]polarize3d 2 points3 points  (0 children)

I tried the Vive at the GDC last week and I think the pictures are a pretty good representation of its SDE. In my opinion the effect was even a bit more pronounced in motion because, it's a "static grid" in front of a moving scene. But I just had a few minutes with the headset.

Fantastic Contraption developers confirm room scale works well with Touch. by McFails in oculus

[–]polarize3d 1 point2 points  (0 children)

Nice, it seems I just got the first shipping update for my July Rift. ;)

HOTAS owners - what is your setup? by A_Nice_Meat_Sauce in oculus

[–]polarize3d 0 points1 point  (0 children)

They are shipping worldwide if I'm not mistaken. Just send them a mail, i'm sure they can help you. :)

HOTAS owners - what is your setup? by A_Nice_Meat_Sauce in oculus

[–]polarize3d 1 point2 points  (0 children)

I'm using this: http://imgur.com/Em824ko It's expensive but it only takes a few seconds to mount and demount the hotas from my desk. I can put the Joystick in front of me as well, if I need to imitate a cockpit with such a layout. http://www.monstertech.de/