Oculus VR Releases Recommended Hardware Specs

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At time they are gonna release it, I may not even care due to competition. They still did not think it much, nor they realized why people have troubles with their devices. horizontal resolution: 1080px for +-110° vertical resolution: 1200px for +-60° Would be smarter to have 1280x1024 per eye.
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How many CURRENT systems or GPUs adhere to these specs: "HDMI 1.3 video output supporting a 297MHz clock via a direct output architecture" I'm pretty sure my setup does not. It would be good if they work on a compatibility list soon.
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How many CURRENT systems or GPUs adhere to these specs: "HDMI 1.3 video output supporting a 297MHz clock via a direct output architecture" I'm pretty sure my setup does not. It would be good if they work on a compatibility list soon.
Your system doesn't have a HDMI 1.3 input?
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As far as I remember there was a guy playing Alien isolation with oculus on a 750ti without a problem..
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I'd love to have a unit, but right now i'm thinking that CastAR is more interesting.
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Also makes me wonder how user friendly it is with users who already wear glasses such as myself.
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Your system doesn't have a HDMI 1.3 input?
According to AMD, no so have to plan my upgrade: DisplayPort 1.2 Max resolution: 2560x1600 per display Multi-Stream Transport 21.6 Gbps bandwidth High bit-rate audio HDMI® (With 3D, Deep Color and x.v.Color™) Max resolution: 1920x1200 Dual-link DVI with HDCP Max resolution: 2560x1600 VGA Max resolution: 2048x1536
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I tried VR in the 90 for the first time and it was nauseating experience... nevertheless I am interested in oculus for Star Citizen but what I'm afraid of is that it will be like seeing in the snorkeling mask with sides blocked, it will kill the experience for me, the whole point is to be able to see like in normal life with GREAT PERIPHERAL VISION like on the simple example image I made, I hope when the flexible screens become available they will do something like this http://oi59.tinypic.com/rura01.jpg
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HH said:
My personal two gripes with the DK2 Oculus I have, the resolution remains too low, and awful motion sickness. Personally I can not survive 10 minutes before I get sick. However the final production unit is to be released next year and the hardware requirements have been released.
Agreed, and then there's also the issue for people with visual impairments in one eye--even if they don't get nauseous from the stereoscopic-like device characteristics--the image through one eye only will likely ruin the intended effect (My wife can't use stereoscopic 3d for that very reason.) But I think the biggest test for any of these devices will be what it will feel like to strap on the goggles for an hour or two and actually play a game. Even if a person isn't made nauseous and has good vision in both eyes, my thought is that after an indeterminate period--maybe as few as 30 minutes--the claustrophobic effect (of being trussed up like the Christmas turkey) will be such that the urge to rip off the goggles will become irresistible. That will be the biggest hurdle, along with the nausea factor, imo. But even after all of that a user is still strapped with the requirement to own a respectably powerful gaming system *apart* from the goggles--and so, for many, the goggles will progressively become less and less appealing because most games don't support them and won't support them, and there will be no claustrophobic/nausea-inducing factors to consider, either, when gaming sans the goggles. I think this concept of VR was great back when we were using 90-lb. 20" CRTs, pre-LCD...;) Today, though, the whole concept seems dated and riddled with "gotcha's"...
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I tried VR in the 90 for the first time and it was nauseating experience... nevertheless I am interested in oculus for Star Citizen but what I'm afraid of is that it will be like seeing in the snorkeling mask with sides blocked, it will kill the experience for me, the whole point is to be able to see like in normal life with GREAT PERIPHERAL VISION like on the simple example image I made, I hope when the flexible screens become available they will do something like this [spoiler]http://oi59.tinypic.com/rura01.jpg[/spoiler]
Yeah, and each pixel will have subpixels for multi-focal images and each subpixel it's own micro lens so it can focus. And computer will rearrange scene exactly as your eye will move/change focus... This design will not come next 100 years. And if it ever comes, it will not be for masses.
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Yeah, and each pixel will have subpixels for multi-focal images and each subpixel it's own micro lens so it can focus. And computer will rearrange scene exactly as your eye will move/change focus... This design will not come next 100 years. And if it ever comes, it will not be for masses.
I know, just saying it would be nice 🙂, besides depth of field fx in games is purely photographic effect and it totally not how the eye is seeing, I like it it is a nice effect but not realistic. If you check yourself put something close to your eyes and look behind it far away and you will notice that the edges of close object are still sharp even though you are not looking at it directly where as in DOF everything is blurred... so in this mask whole screen should be sharp without any blurring and just by not looking directly at sides you would see as in real life. Anyway I still hope it will happen, tunnel vision of current VR is not compelling, trackir and nice multiscreen seems better at this point.
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Never tried the VR headsets. I am afraid that i will get nauseous if i do. I love the concept and i want to try them out but not sure how it will affect me or others for example. Also the specifications were sort of expected to be high no?
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Oculus need to sort out the software side of things before anything, seems like every new update breaks something, currently my biggest issue is the software doesn't play nice with Gsync, I had to uninstall the latest update and for some reason it corrupted my video card drivers, they could have the best headset on the market but if the software doesn't work right then what's the point.
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They still haven't fixed motion sickness?
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I know, just saying it would be nice 🙂, besides depth of field fx in games is purely photographic effect and it totally not how the eye is seeing, I like it it is a nice effect but not realistic. If you check yourself put something close to your eyes and look behind it far away and you will notice that the edges of close object are still sharp even though you are not looking at it directly where as in DOF everything is blurred... so in this mask whole screen should be sharp without any blurring and just by not looking directly at sides you would see as in real life. Anyway I still hope it will happen, tunnel vision of current VR is not compelling, trackir and nice multiscreen seems better at this point.
Everyone who ever held rifle knows that gaming DoF is trash. That is why I wrote that it has to react on eye lens state. I have DoF off in most of games. It will not be done properly till game knows exactly on which object you are looking and even if effect is done properly, you'll know that it is wrong because your brain knows your eyes did not change focus. Way too many effect and objects in games are done in way developers think they should, but it is not even while we already have compute power to do it right. Developers simply missed core of thing and made something altogether different.
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According to AMD, no so have to plan my upgrade: DisplayPort 1.2 Max resolution: 2560x1600 per display Multi-Stream Transport 21.6 Gbps bandwidth High bit-rate audio HDMI® (With 3D, Deep Color and x.v.Color™) Max resolution: 1920x1200 Dual-link DVI with HDCP Max resolution: 2560x1600 VGA Max resolution: 2048x1536
1.3 is very early. I doubt you don't have it. The HD 6700 series has HDMI 1.4a so you probably do have 1.3
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According to AMD, no ...
Actually, according to AMD, yes.
HDMI® (With 3D, Deep Color and x.v.Color™)
That 3D support alone is an indication of HDMI 1.4 spec. As Primey0 implied, 1.4 has been around for years.
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I've found that the more often I use my DK2, the longer I can use it in a sitting. I've got through hours of Elite Dangerous, but that can get a bit uncomfortable after a while with the ski goggle design. That should be a lot better given the improved ergonomics of the consumer release version, and the lighter weight. The 90hz refresh rate is the key to improving the VR sickness people experience. Still tempted by the Vive though with their lighthouse input/tracking system.