njdevilsfan87
Platinum Member
- Apr 19, 2007
- 2,330
- 251
- 126
I'm certainly looking forward to VR. It should be a good time for some GPU upgrades then. So I'm not concerned about what current GPUs can or can't do with respect to VR.
since they have likely taped out pascal, does anyone know if nv will have had enough time to fix the async compute issues with pascal or will they have to wait to do it with volta?
What? this is insane............AMD public relations at its best!
How many VR games can Nvidia gpu's not play? answer 0 because there is none.
and won't be any for quite a while.
What? this is insane............AMD public relations at its best!
How many VR games can Nvidia gpu's not play? answer 0 because there is none.
and won't be any for quite a while.
The fact that we keep trying means we want it lol....
VR, 3D, etc.
Yes sure, some technologies will fail, but it's only getting more and more advanced, until eventually we get Caprica/Battlestar Galactica!
for a forum of supposed tech enthusiasts, you all sure don't seem to have enthusiasm for anything new. All I see is complaining and talking every new tech down for no reason at all.
What? this is insane............AMD public relations at its best!
How many VR games can Nvidia gpu's not play? answer 0 because there is none.
and won't be any for quite a while.
4. Theres some heavy hitting gaming action coming
Weve already seen plenty of cool VR gaming demos on the Oculus platform but the list of titles getting an E3 airing is pretty exciting.
EVE: Valkyrie from CCP Games, Chronos from Gunfire Games, Damaged Core by High Voltage, VR Sports: Challenge by Sanzaru, Esper from Coatsink, AirMech by Carbon, Luckys Tale from Playful and Edge of Nowhere from Insomniac Games will all be on show at the big LA gaming expo next week, and the company also announced a $10 million fund to accelerate indie developers.
5. The price and release date
Actually, what we discovered about the actual launch date and pricing of the Oculus Rift was pretty minimal. The company merely confirmed earlier reports that the headset will go on sale in the first quarter of 2016.
What? this is insane............AMD public relations at its best!
How many VR games can Nvidia gpu's not play? answer 0 because there is none.
and won't be any for quite a while.
^ This. There's a big difference between someone who's enthusiastic about the potential of new tech, vs an impatient hyper-consumerist who jumps on every new marketing driven fad and sneers down at anyone who wants it done right more than they want it done quickly. Right now VR isn't anywhere near "good enough" for the amount of hype ascribed to it. Almost no-one owns a high-end rig capable of driving multiple high res display, whilst many people find the lower res VR units are less pleasant than sitting in front of a decent monitor given how close they sit to the eyes. Still a lot of issues to work out : dislike of headsets, headset weight / comfort over several hours (beyond a 10-20min demo), comfort during hot weather, "VR sensor fusion" (eyes + inner ear positioning) only works on rotation axis not translation axis (beyond simple leaning a few inches) whilst sitting down, ongoing motion sickness even without any latency, spectacle wearer's discomfort, light bleed around the nose area, overnight grid persistence issues, calibration issues, can't see input device (keys on keyboard) so maybe limited to a controller which changes / limits gameplay to "fit" the device, headset based surround sound less accurate than a 4-speaker setup but speakers do not "rotate" with your head leading to confusion, etc. Some claim they can "push their way through" motion sickness, but how many consumer entertainment devices are going to sell on the back of "ignore the vomit, it'll go away after 18 months of training!" which sounds more like a 1950's Soviet nuclear fallout survival manual than a gaming enhancement... :biggrin:Our definitions of tech enthusiasts differ. My definition of a tech enthusiast is not someone who is a sucker for every fad, gimmick, and half baked alpha product that suffers from serious drawbacks because the technical building blocks necessary to make it a viable product have not been developed yet.
^ This. There's a big difference between someone who's enthusiastic about the potential of new tech, vs an impatient hyper-consumerist who jumps on every new marketing driven fad and sneers down at anyone who wants it done right more than they want it done quickly. Right now VR isn't anywhere near "good enough" for the amount of hype ascribed to it. Almost no-one owns a high-end rig capable of driving multiple high res display, whilst many people find the lower res VR units are less pleasant than sitting in front of a decent monitor given how close they sit to the eyes. Still a lot of issues to work out : dislike of headsets, headset weight / comfort over several hours (beyond a 10-20min demo), comfort during hot weather, "VR sensor fusion" (eyes + inner ear positioning) only works on rotation axis not translation axis (beyond simple leaning a few inches) whilst sitting down, ongoing motion sickness even without any latency, spectacle wearer's discomfort, light bleed around the nose area, overnight grid persistence issues, calibration issues, can't see input device (keys on keyboard) so maybe limited to a controller which changes / limits gameplay to "fit" the device, headset based surround sound less accurate than a 4-speaker setup but speakers do not "rotate" with your head leading to confusion, etc. Some claim they can "push their way through" motion sickness, but how many consumer entertainment devices are going to sell on the back of "ignore the vomit, it'll go away after 18 months of training!" which sounds more like a 1950's Soviet nuclear fallout survival manual than a gaming enhancement... :biggrin:
I think it's going to take longer than VR firms wish simply because half the "problem" isn't just technology, it's that human beings are inherently different with different eyesight, tolerances and visual likes / dislikes. From what I've heard, even if you perfect rotation axis (pitch, roll, yaw), you cannot perfect the translation axis (x, y, z body movements) in the same way that maintain perfect nausea free simulation, because as soon as you start moving more than 1-2ft at a time (running / strafing / falling / FPS style jump pads) then your inner ears obviously cannot produce the "motion" that matches what you see (and which your brain now has a greater expectation of feeling vs a 2D monitor given the accurate rotation simulation), then a number of people get motion sick again from the "split" that occurs whilst you physically remain stationary when only the rotation axis movements will have an accompanying inner ear body movement, but not translation movements (beyond leaning a few inches). Even if you manufactured some kind of 2D walking treadmill, A: It still couldn't cope with accurate portrayal of sudden vertical movement (falls, jump pads, etc), and B: That simply doesn't fit in with the psychology of how most gamers play (flop out on the couch / bed / chair to relax).
Likewise, there's more to visual discomfort than just motion sickness. In real life your eyes work to both focus and converge on a point in space (Accommodation-Convergence Reflex). Since the focus/converge distance is the same, your brain has since birth learned to "couple" the two response together (Vergence-Accommodation Coupling). Headsets completely break that natural reflex as your eyes will be focal locked to only one distance (eyeball to VR screen distance) whilst your brain has an opposing instinct of variable distance convergence when "tricked" with the 3D effect. This "Vergence-Accommodation Conflict" isn't motion sickness, it's an additional effect on top of that which a lot of people find plain unpleasant for more than a few minutes / seconds, causes eye-strain, headaches, etc, even with silky smooth jitter free 120fps. So there's far more to "VR comfort" than just "stuff up the fps to 90-120, eliminate the jitter and all will be well". The very nature of how headsets try and split the natural focal/convergence paired reflex coupling, plus general eyestrain for many of constant forced focus of mere inches away is actually extremely unnatural as to how human vision works in reality.
By the time "full ergonomic total immersion VR" is "properly" ready (which may not even involve headsets in the long run), yes every current GFX card and every current VR kit will long be as totally obsolete as the 1st gen 1x speed Mitsumi clamshell CD-ROM drives were when 8-16x speed DVD-burners came out. Everything in between now and that is really just varying stages of Alpha/Beta testing for the 0.07% of the PC market who even care about enhanced realism enough to buy a single 2D 4K screen today.
I have never been a big fan of VR due to the nausea it gives me, despite that I keep trying new models and get the same results. I do thin k some people see the term VR and think Holodeck and what we have coming soon/now is nothing like that.
I think this VR push will fail die to a lack of market penetration no matter how well it performs, people en mass will not buy it so prices will remain high and slowly fade away.
My upgrade cycle is 18 months to 2 years (will probably be 3 years by decades end) so not having a future proof architecture (mostly using 290's now...) doesn't bother me.
I'm ultimately a believer in VR, but I am not as fanatically idealistic about VR as I was, say, 6 months ago.
Truly immersive VR will make people nauseous. There was a great comment in one of the recent GDC talks on VR. A dev relayed a story where he'd get complaints about people getting nauseous from playing a jet game.
And he asked, rhetorically: well, have you ever flown a real jet before?
Point is, once VR gets really good, the thing that gets us sick IRL will likely get us sick in VR as well.
For this reason alone, fast-paced shooters will likely be much more difficult to do in VR and why I think monitors will continue to have a long shelf life rather than the instant death many predict. Over time I expect VR to fully take over but the transition will probably take a lot longer than many VR enthusiasts like myself predicted just a few months ago.
Typically what causes "motion sickness" is conflicting information between our eyes and inner ear. Seems like there isn't really any way to change that with VR. Some people will be bothered and some won't. Some will get used to it and get over the nausea, some won't. In the end this could be a show stopper for VR if enough people suffer from it.
I have a few dozen hours in Elite in VR, and I can tell those in this thread who haven't used it. The experience is difficult to convey, but the feeling of presence is irreplaceable and addictive. I have also had a few other experiences with the Oculus DK2 and it is absolutely clear to me that it will be a hit. I see the same uninformed and useless comparisons to 3D, but 3D TVs/monitors have nothing on VR for the experience of presence.
Everyone I know who has tried it is now a believer. You just don't forget being so seamlessly moved to another world. Yes, inner ear issues could be an issue for some, but games like flight sim and racing thus far translate very well.
Regarding the whole room experiences, find a bad review for the HTC Vice, I dare you.
I thought what made their APU's for consoles so good was both Intel and Nvidia said no.
I have never been a big fan of VR due to the nausea it gives me, despite that I keep trying new models and get the same results. I do thin k some people see the term VR and think Holodeck and what we have coming soon/now is nothing like that.
I think this VR push will fail die to a lack of market penetration no matter how well it performs, people en mass will not buy it so prices will remain high and slowly fade away.
My upgrade cycle is 18 months to 2 years (will probably be 3 years by decades end) so not having a future proof architecture (mostly using 290's now...) doesn't bother me.
I have never been a big fan of VR due to the nausea it gives me, despite that I keep trying new models and get the same results. I do thin k some people see the term VR and think Holodeck and what we have coming soon/now is nothing like that.
Personally I dont see a future for VR outside the niche segment.
For AMD its always the next thing around the corner. And we all know how reality plays that game.
If OP didn't have Nvidia painted in a negative way many here would not claiming "VR doom" before it's arrival, plus VR isn't a AMD tech, it's just happens that AMD's implementation "might" be the better one so tone down your hatred dude
I'm ultimately a believer in VR, but I am not as fanatically idealistic about VR as I was, say, 6 months ago.
Truly immersive VR will make people nauseous. There was a great comment in one of the recent GDC talks on VR. A dev relayed a story where he'd get complaints about people getting nauseous from playing a jet game.
And he asked, rhetorically: well, have you ever flown a real jet before?
Point is, once VR gets really good, the thing that gets us sick IRL will likely get us sick in VR as well.
For this reason alone, fast-paced shooters will likely be much more difficult to do in VR and why I think monitors will continue to have a long shelf life rather than the instant death many predict. Over time I expect VR to fully take over but the transition will probably take a lot longer than many VR enthusiasts like myself predicted just a few months ago.
Zlatan isn't saying anything that anyone following VR closely doesn't already know. If people really understood how far ahead AMD is in VR they'd be stunned. There is even bigger news to come from AMD and Crytek. Nvidia doesn't have the hardware or software, it's like a 286 on DOS vs an i7 on Windows 10.