Oculus VR Rift HD 1080p Prototype Headset Impresses
Subject: Displays, Shows and Expos | June 12, 2013 - 08:24 PM | Ryan Shrout
Tagged: Oculus, oculus rift, VR, E3
I have been a big proponent of the Oculus Rift and its move into the world of consumer-ready VR (virtual reality) technology. I saw it for the first time at Quakecon 2012 where Palmer Luckey and John Carmack sat on stage and addressed the new direction. Since then we saw it at CES and finally got in our own developer kit last month for some extended hands-on.
While I have definitely been impressed with the Rift in nearly every way while using it, the first thing anyone says when putting on the headset for the first time is about the graphics - the resolution of the unit was just too low and it creates a "screen door" effect because of it. As I wrote in my first preview:
I will say that the low resolution is definitely a barrier for me. Each eye is only seeing a 640x800 resolution in this version of the kit and that close up you can definitely see each pixel. Even worse, this creates a screen door effect that is basically like looking through a window with a screen installed. It's not great but you could get used to it if you had to; I am just hoping the higher resolution version of this kit is closer.
At E3 2013 the team at Oculus was able to put together a very early prototype of an HD version of the screen. By using a new 1920x1080 display each eye is able to see 960x1080; roughly twice the pixel density of the initial developer kit.
I got to spend some time with the higher resolution model today and I have to say that the difference is striking - and instantly noticeable. Gone was the obvious screen door effect and I was able to focus purely on the content. The content itself was new as well - Oculus and Epic were showing the Unreal Engine 4 integration with a custom version of the Elemental demo. The colors were crisp, the effects were amazing and only in a couple of rare instances of solid white color did we notice the black lines that plagued the first version.
As of now Oculus doesn't have plans to offer an updated developer kit with the 1080p screen installed but you just never know. They are still looking at several different phone screens and haven't made any final decisions on which direction to go but they are definitely close.
When I inquired about improvements on head tracking latency and accuracy to aid in motion sickness concerns (like I seem to have) Oculus was hesitant to say there was any single fix. Instead, a combination of lower latency, better hardware and even better thought out content were key to reducing these effects in gamers.
Podcast #249 - Corsair 350D, Frame Rating in 4K, the Oculus Rift and more!
Subject: General Tech | May 2, 2013 - 02:59 PM | Ken Addison
Tagged: podcast, video, Indiegogo, corair, obsidian, 350d, mATX, frame rating, 4k, titan, 7990, 690, Oculus, rift, VR, 3d, amd, amd fx, vishera, hUMA, hsa
PC Perspective Podcast #249 - 05/02/2013
Join us this week as we discuss the Corsair 350D, Frame Rating in 4K, the Oculus Rift and more!
You can subscribe to us through iTunes and you can still access it directly through the RSS page HERE.
The URL for the podcast is: http://pcper.com/podcast - Share with your friends!
- iTunes - Subscribe to the podcast directly through the iTunes Store
- RSS - Subscribe through your regular RSS reader
- MP3 - Direct download link to the MP3 file
Hosts: Josh Walrath, Allyn Malventano, Scott Michaud and Morry Teitelman
Program length: 1:04:02
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Week in Review:
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0:05:00 Corsair Obsidian 350D Case
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0:10:30 AMD Details hUMA for HSA
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News items of interest:
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0:38:30 Oculus Rift hands on testing
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0:44:00 AMD Refreshes FX CPUs
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Ryan: Windows Movie Maker lets you record webcam videos!
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Jeremy: anti-pick - hotels that don't offer a RJ45 jack in the rooms!
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Morry: Far Cry 3 Blood Dragon
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1-888-38-PCPER or podcast@pcper.com
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Closing/outro
Podcast #212 - Live from QuakeCon 2012!
Subject: General Tech | August 4, 2012 - 12:54 PM | Ken Addison
Tagged: VR, ssd, Seagate, quakecon, podcast, ocz, oculus rift, nvidia, Intel, carmack, amd
PC Perspective Podcast #212 - 08/03/2012
In this special live edition of the PC Perspective Podcast, we discuss QuakeCon 2012 and other news of the week!
You can subscribe to us through iTunes and you can still access it directly through the RSS page HERE.
The URL for the podcast is: http://pcper.com/podcast - Share with your friends!
- iTunes - Subscribe to the podcast directly through the iTunes Store
- RSS - Subscribe through your regular RSS reader
- MP3 - Direct download link to the MP3 file
Hosts: Ryan Shrout Josh Walrath, Allyn Malvantano and Steve Grever
This Podcast is brought to you by MSI!
Program length: 49:04
Program Schedule:
In this special live edition of the PC Perspective Podcast, we discuss QuakeCon 2012 and other news of the week!
3+ Hours of discussion later...
The beginning of QuakeCon is always started by several hours of John Carmack talking about very technical things. This two hour keynote typically runs into the three to four hour range, and it was no different this time. John certainly has the gift of gab when it comes to his projects, but unlike others his gab is chock full of useful information, often quite beyond the understanding of those in the audience.
The first topic of discussion was that of last year’s Rage launch. John was quite apologetic about how it went, especially in terms of PC support. For a good portion of users out there, it simply would not work due to driver issues on the AMD side. The amount of lessons they learned from Rage were tremendous. iD simply cannot afford to release two games in one decade. Rage took some six plus years of development. Consider that Doom 3 was released in 2004, and we did not see Rage until Fall 2011. The technology in Rage is a big step up due to the use of iD Tech 5, and the art assets of the title are very impressive.
iD also made some big mistakes in how they have marketed the title. Many people were assuming that it would be a title more in line with Bethesda’s Fallout 3 with a lot of RPG type missions and storyline. Instead of a 80 hour title that one would expect, it was a 10+ hour action title. So marketing needs to create a better representation of what the game entails. They also need to stay a bit more focused on what they will be delivering, and be able to do so in a timely manner.


