Matt_W
3173
Well this is undoubtedly true. And it will be nice to have the experience integrated into the UI and the Oculus Store. My PC can’t run shit though, and I’m happy not to have a tether.
rrmorton
3174
So it sounds like it’ll allow more games to be played smoothly that way which is great. It’s cool as hell making something like Inside or Sunless Skies totally huge and then wrapping it around your head. Or have I said that already? :D
Some interesting bits:
- Eventually they’d like to optimise Link to work well over wifi.
- Their implementation allows remote renderer to talk directly to Quest’s OpenMAX driver so there’s far less latency than you’d expect.
- He hopes to get low-level access to Qualcomm’s processors, to do custom microcode to treat Quest like a remote monitor.
- Then a Linked Quest could have lower latency than Rift S, mainly due to display differences.
- Expect current implementation to have latency when you’re moving side to side, or using the controllers heavily. Rotations feel like native Quest.
- The OLED can actually run up to 90Hz, but they stuck with 72 since unlocking 90 for Link would void Quest’s FCC certification.
For those of you who want to play drums in VR, this is supposedly pretty good:
Since VR can’t detect your feet, you’ll need a USB pedal of some sort for the bass drum.
http://paradiddleapp.com/pedal-guide/
Abrash lays out Facebook’s plans for the next generation of VR. He’ll be building a concept prototype collaborative workspace combining all the other prototype bits they’ve been working on.
The system will include:
- Very high res displays, varifocal optics, wide field of view
- Hybrid using onboard mobile or wireless link to PC
- Eye tracking with foveated rendering
- Realtime mixed reality
- Haptic gloves
- Body and face tracking
This also showed the new varifocal lenses prototype
Editer
3179
Loving my Rift S, but I’ll be very curious to hear how Quest with the cable looks in comparison on IL-2, DCS, and P3D…
It’ll be interesting!
It has the same native res as a Valve Index, but yeah… that Pentile screen arrangement.
To me Quest has better blacks but the screen door is more noticeable than on the S. I’d also expect some compression artefacts.
Definitely going to check it out but I have a feeling I’ll stick to the S for PC.
Editer
3181
Given that my 90% usage scenario is flight sims, if the screen door is any worse than the S (which is soooo much better than the CV1), that kills any buyer’s remorse I might have had.
Vive Cosmos review
TLDR:
- Most comfortable HTC headset
- Great resolution
- Flip up is cool but means the HMD doesn’t get as close to your face
- Plus there’s no fore/aft adjustment, so lots of light leak
- Audio seems the same as Vive Pro/ OG Rift
- Lenses not great, seem similar to OG Vive - small sweet spot and lots of god rays
- Controllers feel high quality - but they’re too heavy (about 2x Oculus Touch weight) and have poor battery life (2-3 hours on 2 AAs each)
- Inside-out tracking not as responsive as Oculus Insight and doesn’t work in low light (which is bizarre since I thought they made the controllers emit light for this very reason…)
- Passthrough works well
- Addons like support for external tracking base stations and Index controllers are several months away, no release date or price
- The hinted-at standalone mobile feature is ‘on the roadmap’ but isn’t being discussed right now
- The Vive Wireless Adapter will require an additional $50 adaptor to work with Cosmos
To be perfectly clear: I don’t dislike the Cosmos overall and I’ll probably use it occasionally for SteamVR games since I don’t personally own an Index, but it’s just not enough at this stage to carve out a place in a crowded market that’s still struggling to attract new consumers. At the $699 price point, without any of its marketed add-on features included, I don’t think I can recommend buying a Cosmos when you could instead get a Rift S or Quest at nearly half the price or just save up a bit more for a Valve Index instead.
Are there any VR apps like this video, where you’re strapped to a dog’s back while it runs around?
Yikes. That just seems like something that simply isn’t good enough for the current marketplace.
KevinC
3185
Yeah, I don’t see a lot that justifies the expense over the Rift S and it doesn’t look like it can really compete with the Index on features/performance. It’s in an awkward spot that I’m really not sure if there’s a market for.
Oh, and the 2 hour battery life on the controllers is friggin’ insane. That’d be a dealbreaker alone for me.
Asgard’s Wrath released a few hours early.
It’s a 30-hour AAA-ish made-for-VR Viking-RPG-Metroidvania kind of game, heavy on melee combat and dungeon puzzles.
This reviewer seemed to like it:
Asgard’s Wrath is the best VR game I have played to date.
A less glowing viewpoint but looks great nevertheless:
Crusis
3188
I’m having such a blast with Asgard’s Wrath. This isn’t quite the game I thought it was going to be, but I can’t stop playing. I thought this was going to be a big open world RPG, but it has a much tighter focus. There are a lot of puzzles, and the combat can be hard, but it’s so much fun. I’m playing on the medium setting and find the combat can kick my butt, but if I’m smart, I can win most battles. My system is a Ryzen 2700, 32 gigs of ram, and a 2080 RTX. I run at high settings with the resolution one click from the top setting on a Rift S. I have smacked my desk, wall, and headset multiple times while fighting.
rowe33
3189
Probably going to pick it up this weekend. I was disappointed it wasn’t a Quest game so I’ll need to break out the Rift with its evil attached cable. Sounds like a real game-changer though.
It’s a good game. I like the way they play with scale - switching from god form while at the blacksmith’s is pretty neat. Enjoying all the puzzles and the satisfying combat. I’ve been playing seated but think I’ll stand now that battles are getting more heated.
Good to see a well-made full-length VR-only game with a decent budget - and it’s very reasonably priced!