Want to read Slashdot from your mobile device? Point it at m.slashdot.org and keep reading!

 



Forgot your password?
typodupeerror

Comment Re:Doesn't work well with glasses (Score 1) 413

Vive has space for glasses. You can also purchase prescription lens to put in the HMD so you don't have to wear glasses at all.

The bulky HMDs aren't going to be a problem much longer as we'll no doubt move to using light fields instead of lens+screen solutions. Here is a prototype from 2013 that is already quite small in size compared to our current HMDs. LThey also have many other benefits like allowing you eye to focus at various depths which can't be achieved with a single lens+screen.

Comment Re:Why is this surprising? (Score 1) 413

The 3D TV analogy is a poor one.

VR offers a completely new medium where 3D TV does not. A better analogy would be: VR is to 2D computing as video is to radio. Yes, you can tell a story on the radio but there are obvious limitations compared to video. Video offers a higher bandwidth than radio and VR offers higher bandwidth than 2D computing.

Screenwriters aren't doing anything drastically different when they write a script for a 3D experience. In fact I seriously doubt there are more than a handful of films that are written with 3D in mind at the screenplay level. The vast majority of 3D content is shot in 2D and converted to 3D in post production. 3D content offers any real value over it's 2D counterpart because it is being developed using the same methods as it's 2D counter part.

VR offers plenty of value over traditional 2D computing and we are just starting to develop the input devices and user interfaces o do it effectively. Sure, we can port 2D software into VR but it's not a simple process. There are things that work on a traditional 2D computer screen don't work in VR. People literally get sick when you try to use some of these methods that work on 2D screens. Software being written for VR requires you to have VR in mind from the start.

Comment Re:Well that settles that (Score 1) 161

The reason they elected to not include the basic functionality to backup your own saved game files is because it's a huge security risk. A very common exploit to root a console is to use a modified saved game file to inject your own code. Nintendo probably weighed the pro and cons and decided the risk was too high. I'm sure they'll implement cloud storage if the backlash is great enough since it's not exactly cheap to do.

Comment Re:Vive owner's thoughts on Rift vs Vive (Score 1) 141

I haven't used the PSVR but from what I've heard despite being lower resolution it doesn't have the noticeable screen door effect that the Rift/Vive does. I believe it's because the display panel using a RGB layout instead of a Pentile one for the subpixel arrangement. The aliasing absolutely is a resolution issue but supersampling really helps reduce it. Rumor has it that LG is developing a VR specific display for their upcoming headset that will significantly reduce these issues.

Comment Re:Depends what you want (Score 1) 141

The Vive strap isn't the most ideal way to distribute it's weight across your face and head. There are a decent number of reports where in the middle of longer sessions (hour+) people find it gets quite uncomfortable. I've never experienced that much discomfort but I did replace the strap as it had a tendency to allow the headset to slip a bit. However, after replacing it with the welding mask mod ( https://www.youtube.com/watch?... ) I realized just how much more comfortable it can be with a better strap. The PSVR is probably the most comfortable HMD right now with Rift coming in a close second.

Comment Re:Vive owner's thoughts on Rift vs Vive (Score 1) 141

DK2? I never tried one so I don't know how different they are to the consumer versions but...

The resolution on the DK2 is 960 x 1080 per eye where the CV1 (Rift you buy at the store) is 1080 x 1200 as is the Vive. There is definitely room to improve on the optics but if you look with your head instead of your eyes you generally stay in the sweet spot and won't have distortion issues.

Aliasing issues from low resolution can be mitigated quite a bit by supersampling too.

LG demoed their HMD at GDC and they are upping the resolution another small jump over the Rift/Vive. They didn't announce final specs though just that the prototype they had there was 1440x1280 per eye. It sounds like they're developing a screen specifically for their HMD so it's not a repurposed from a phone and will be two distinct panels instead of one shared by both eyes. In Gabe Newell's latest interviews he mentioned how this is a big step because there are lots of sacrifices made by being forced to use existing phone displays to keep costs down.

Comment Re: The best one... (Score 1) 141

Yup, there are all kinds of strategies that are being developed to reduce motion sickness. I own a Vive and there are a few games with artificial locomotion that get me sick and some that don't. Developers are still trying figure out exactly why it works in some situations and not others but they already have plenty of best practices like you described.

Comment Re:Depends what you want (Score 4, Informative) 141

I personally believe the visuals are close enough to not care but...

Rift has reduced screen door effect making it better than Vive
Rift has slight smaller field of view making it worse than Vive
Rift has a slightly darker screen and often people prefer the brighter more vibrant colors of the Vive.
Rift has worse lens flair issues than the Vive
Rift and Vive have different focal planes. One requires you to focus a few feet in front of you while the other at infinity. Some people find one more comfortable than the other.

Rift's head strap is simply better engineered to stay in place and balance the weight of the device so you can play longer. It also has integrated headphones which makes it faster/easier to put on/take off. However, if you don't have a head shaped for it the Vive's elastic bands can be more comfortable. Vive offers more flexibility for people who wear glasses as you can adjust the distance between your eye and the lens independent of how it's mounted on your head. HTC is releasing a deluxe strap that is similar to the Rift in the next couple months.

The Vive strap is annoying enough to many where you'll find plenty of people (myself included) elected to fix the problem using off the shelf parts like this: https://www.youtube.com/watch?...

Comment Re:Depends what you want (Score 1) 141

For having hand presence in VR I agree Touch is superior. However, when wielding a gun or sword type object the wands field more real/natural. Touch is exciting though because it lets you naturally do gestures which will add whole new levels to multiplayer communication.

HTC has the tracker coming out so 3rd parties can make all kinds of cool controllers and Vive has demoed their "touch" prototype. I think having multiple controllers will give you the best overall experience.

Comment Vive owner's thoughts on Rift vs Vive (Score 3, Interesting) 141

Technically speaking the Rift and Vive headsets are very close. The Rift has a slightly lower FOV resulting a higher pixel density which ends up producing slightly less screen door effect. However, people also complain the Rift has more lens flair issues than the Vive does. So when it comes to which one objectively looks better you can make solid arguments for both headsets and it comes down to which specific flaws stand out more to you.

The Rift (out of the box) is absolutely better when it comes to ergonomics but having integrated headphones is debatable... I personally decided to get rid of the Vive strap and did a variation of the welding mask mod ( https://www.youtube.com/watch?... ) and feel that closed the gap in terms of comfort. There is an official HTC strap coming in the next few months that will resolve Vive comfort issues. It won't be included and sold for another $100 but I suspect with the Rift price cut they're going to rethink that strategy.

Touch vs Vive wands is tricky... It really depends on what game you are playing as both have their advantages and disadvantages. Touch is absolutely better for gesturing and feels closer to actually having your hands in VR. However, when it comes to holding objects like a sword or a gun the Vive wand feels more natural/realistic. HTC has a tracker module coming out in the next few months that will allow all sorts of 3rd party peripherals and Valve has demoed new controller prototypes so any advantages Touch has probably won't be long lived.

When it comes to tracking the lighthouse technology is superior. If you are just playing seated games then Rift is faster/easier to setup but as soon as you're standing and want to move around there is no contest. You can get a good room scale experience with a Rift but it is more complicated to setup and is still officially considered "experimental" by Oculus.

Openness/Compatibility is another obvious win for HTC/Valve over Oculus/Facebook. Oculus wants you to use its store and only with its hardware and has DRM to prevent other hardware from using their software. Revive is software that less you bypass the DRM and play Rift games with the Vive but Oculus could break it anytime they want (they stated they won't anymore...) and have done so in the past. HTC's new tracker module offers tons of flexibility. Valve's lighthouse technology is being used with LG's upcoming ( https://www.youtube.com/watch?... ) VR headset. Even though I don't agree with Oculus business practices I admit i still think it's debatable which is better for VR in the long run as they are throwing tons of money into software development.

I'm a Vive owner since June and would still recommend Vive over Rift in spite of the $200 price difference. However, I still absolutely recommend you check out both in person and see for yourself.

Slashdot Top Deals

If it happens once, it's a bug. If it happens twice, it's a feature. If it happens more than twice, it's a design philosophy.

Working...