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Comment Re:Fantastic math there, guys (Score 1) 131

Exactly. If the resolution on my measuring device is 2 m then all I can measure is multiples of 2 m, so 2 m, 4 m, 6 m, etc. This is perfectly acceptable for distances many times greater than 2 m, and would give me a pretty accurate measurement of a 10 km distance. I would be very happy with the amount of error present in a 10 km measurement made with such a device. But I couldn't measure 1 m with that any better than I could measure the spark plug gap for the plugs in my car with it.

Comment Re:Fantastic math there, guys (Score 5, Insightful) 131

It's not just that they can't even determine that it was 12% in that case. They're simply doing it wrong from the beginning. "Let's take a technology that gives us a measurement that contains a possible error of more than the length we are trying to measure, and then complain about how much of an error we got in that length!" The best accuracy I've ever seen reported on my GPS is 2 m. Why would I try to measure 1 m with that?! Go do the experiment with a 10 km square and see what your error is then. *sigh*

Comment UHD/4K is useless. (Score 1) 330 will or should prove to you that there is no such thing as affordable UHD/4K. You need a screen way too big, and/or you have to sit way too close, to make anything over standard HD worthwhile. $85,000 for a 120" TV that you have to sit 8' from does not make much sense to me. If it makes sense to you, good for you. ;)

Comment I thought current consoles were like current PCs (Score 4, Insightful) 117

Only they're also known targets, and should be able to be easily programmed for, as a result. Performance for 1920x1080 shouldn't be an issue for any title on the hardware available. It boggles the mind at how poor these developers must be if they can't even target known hardware, console-style, and get good performance out of the thing. Average PC game devs don't seem to have any problem doing so on the PC, and that's a moving target. Why would any competent devs have a problem with a fixed target? They've got decent CPUs. They've got decent GPUs. They've got a decent amount of RAM. Yet they found a way to get horrible performance out of it. Send in the firing squad.

Comment Re:Field of view (Score 1) 135

Plenty of 'iRacers' have multiple 3D monitors. It works fine.

I have no doubt that your 'sense of presence' might be better with a VR headset, but to say I will not get a sense of presence with three monitors in front of me is ridiculous. You say don't discount VR's VRness. I say don't discount wide FOV for vastly improving the immersiveness factor, too. My view of the race track in this particular sim (thanks to its display calculator in the graphics options) gives me a 1:1 view of the sim world. It would look exactly the same to me if I were in that car at that track in the real world, save for the fact that I would have a full FOV in all directions rather than just the monitors in front of me.

Believe me, once the racing starts I am in that world. I completely lose the fact that I'm looking at monitors because of how much of my FOV it is taking up. The bezel gaps disappear. I fail to notice anything beyond the monitors' display area. A good VR headset *with* as much or greater FOV would be even better, yes. But I would not want a VR headset with less FOV than I have now, no matter what else the headset brings to the table in terms of immersiveness. FOV is too important, and trumps all the other headset pluses, for me, with this usage.

Comment Re:Field of view (Score 1) 135

A larger field of view by turning your head is not the same thing as a larger field of view at once. If I can't have both, I choose larger field of view at once. And, btw, you can do 3D with monitors. And I don't notice the bezel gaps while I'm racing on iRacing. I notice the track in front of me and the large FOV means I can see the cars beside me. It would be great to be able to turn my head to see even better beside me, but most of the time peripheral vision is enough for that use. But that absolutely requires a large FOV. In that use, a smaller FOV with head-tracking is still going to be a disadvantage compared to the larger FOV. The larger FOV will still be greatly preferable.

Comment Field of view (Score 1) 135

The resolution of these types of devices is a huge factor in whether or not I would find them acceptable to use, but the field of view they have is an even bigger factor. With very inexpensive monitors I can have a combined display that takes up a very large portion of my horizontal vision. I currently have three 24" monitors that give me a combined field of view of 123 degrees in their current configuration, with a 5760x1080 resolution also being a plus. Going to a VR headset with a FOV of only 90 degrees would be a step down as far as I'm concerned, and I would not take that step. The VR aspect of it, while cool in and of itself, would be a non-starter for me if the FOV was well below what I can do with monitors. Getting slightly bigger monitors, like 27" ones, would give me an even larger FOV, and alterations to their physical configuration can also change that FOV value and give me close to 180 degrees if I want.

As far as I'm concerned, if a VR headset isn't giving me something near/beyond a 180 degree FOV I really couldn't care less. I'd rather keep my head stationary and look at a display setup that does give me a larger FOV. Hopefully they get there soon, because everything else that goes along with the idea is pretty damn cool. But I don't want to look at an image where only a small portion of my vision is taken up. The immersiveness of a large horizontal FOV (vertical is less important to our vision, but would still be desirable) is too much to give up. I've lived with this setup for a couple years now, and wouldn't want to go without something similar/greater in FOV capability.

Never say you know a man until you have divided an inheritance with him.