Video Perspective: Retail Oculus Rift Day One - Setup, Early Testing

Subject: General Tech, Graphics Cards | March 28, 2016 - 11:24 PM |
Tagged: pcper, hardware, technology, review, Oculus, rift, Kickstarter, nvidia, geforce, GTX 980 Ti

It's Oculus Rift launch day and the team and I spent the afternoon setting up the Rift, running through a set of game play environments and getting some good first impressions on performance, experience and more. Oh, and we entered a green screen into the mix today as well.

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March 29, 2016 | 10:05 AM - Posted by Jann5s

The green-screen is a really cool touch. But don't professionalize too much, keep some of the pcper character.

March 29, 2016 | 11:26 AM - Posted by Chr1s2k (not verified)

I feel like your production quality has taken a hit on the last few videos I have watched from you guys. You are better than this. Get your technical issues fixed before you film. The quality of the product you put out is a reflection yourselves.

March 29, 2016 | 11:46 AM - Posted by Ryan Shrout

All of this kind of has to be done by the seat of our pants. No one has streamed VR before, we were trying to do a first impressions video that required it be our FIRST time using the hardware.

March 30, 2016 | 02:21 PM - Posted by Anonymous (not verified)

"we are going in, everybody" :D

i found the initial setup part of both the Vive and Oculus very interesting and hands-on, just what i was looking for (instead of reading general stuff about it)

and the green screen worked well for this purpose i would say

i've played games in stereoscopic 3D since the Elsa 3D Revelator days (+15y ago) and more recently with AMD HD3D ...
wouldn't it be nice to use the Oculus/Vive instead ? (even without the head-tracking etc)
it's possible apparently with middleware (like vorpX ?), and i'm curious how the experience of these games would compare to VR-designed games ...

March 30, 2016 | 02:34 PM - Posted by Chr1s2k (not verified)

Good point and thank you for sharing your impressions with us. I really like the work you guys do.

March 29, 2016 | 11:57 AM - Posted by Jann5s

Do you think it is possible to grap the video signal from the hdmi cable which goes to the rift? For example by splitting the cable or using a repeater or something?

March 29, 2016 | 12:06 PM - Posted by Ryan Shrout

We've been trying...and so far the answer is no.

April 3, 2016 | 01:12 PM - Posted by Anonymous (not verified)

The DK2 had a 1080x1920 (i.e. rotated 90°) signal, which confused all non-custom HDMI splitters and most capture devices. The Rift CV1 has two 1080x1200 panels addressed as a single panel. How they are addressed is unknown: it could be a 1080x2400 line-interleaved format, it could be 6160*1200 side-by-side, the panels themselves could have a rotated readout (though the panels are global refresh), etc. Regardless, they are not HDMI compliant and do not provide a normal EDID, so it is unlikely most consumer capture devices will be able to grab a signal, even if they could support the datarate required.

March 29, 2016 | 12:20 PM - Posted by Fasic (not verified)

What about test in different hardware? Like 960, 970 and 980, and i3 vs i5...how big differens is now and stuf like that...same thing for AMD parts...

March 29, 2016 | 12:37 PM - Posted by Alamo

ppl put alot of emphasis on hardware, and i see it being irrelevent, because VR doesnt need to scale up to regular 3D Games fidelity, Devs can and 90% of the cases will scale the game down, and go up as mainstream gets better perf, thats the logical way to look at it and thats how it's going to be, so if you are going to play like project cars on VR, fury/980ti is not enough anyway if you want to max it, while if you are going to play fantastic contraptions, that probably would run on an APU/intergrated graphic.
and knowing that the Major platform Devs would be making games for is PS4(install base/price) that should let you know the overall quality of games you will be looking at for the next couple years

March 29, 2016 | 04:17 PM - Posted by Anonymous (not verified)

Which one do you prefer more, the Rift or the Vive?

March 29, 2016 | 05:24 PM - Posted by Allyn Malventano

So far it seems to be what you want to use it for, since the Vive is more of a stand up / walk around experience while the Rift is more of a sit at your desk experience.

March 29, 2016 | 05:24 PM - Posted by Old Ladies (not verified)

So can you still see pixels? One of the major reasons why I stopped using my DK2 was because clearly seeing pixels and distant objects were too blurry.

March 29, 2016 | 07:34 PM - Posted by Anonymous (not verified)

Yes, please comment on the resolution, seeing pixels and overall impression of the oled screens. How does it look??

March 31, 2016 | 11:50 AM - Posted by Batismul (not verified)

Yes you can;
Given that pixel density, an average user would need to be 8 inches from the display for the pixels to become indistinguishable. The Rift's fancy optics make the display look much farther away to the user—but also much bigger, surrounding you with pixels.
So for now at least, individual pixels are still very much visible!

Source: https://www.ifixit.com/Teardown/Oculus+Rift+CV1+Teardown/60612

I will skip this Oculus are I dont want to see pixels due to low res OLED displays. I believe the HTC Vive has similar so...
Investing 600-800 for these devices with this problem is just very dissapointing. No buy from me until another unit with higher res and no pixels/screen-door effect.

April 3, 2016 | 01:15 PM - Posted by Anonymous (not verified)

>No buy from me until another unit with higher res and no pixels/screen-door effect.

The Fill Factor (SDE) has been greatly improved already since the DK1/DK2 days. Resolution will have to wait for panel manufacturing technology to improve.

March 30, 2016 | 04:31 AM - Posted by Anonymous (not verified)

Would it be possible to get a shot through the lenses with a high speed camera? I assume this is difficult or impossible or we would have already seen it. I am wondering what the refresh cycle looks like. Some of the things that have been said make it sound like it refreshes the whole screen at once. Perhaps it scans the data in while it is blanked, and then flashes the whole frame. It would be interesting to compare the two headsets. I suspect that the Oculus is a bit ahead in the display tech even though it is the same resolution.

At this point, the Vive seems like the better option mostly due to the controllers, but also due to the positional detection technology. It looks a lot more natural and intuitive to use a 3D mapped controller rather than just an old console controller. Also, I don't see why you wouldn't be able to use the Vive sitting, if the game was set-up to do that. The Oculus has a much more limited tracking device, so I don't think it will be able to support walking around the way the Vive can. You only have one camera watching lights on the headset. They will need a completely new device with better positional tracking. The Vive has two laser devices in the room and detectors on the headset. It is strange that there was so much hype and such a long, and public, development cycle and yet the Oculus seems like outdated tech now. It may have the best screen technology though. That seems to be mostly what they focused on. With the Vive, they can just update the screen tech later, since they already seem to have better tracking tech. You would still need a new device, but it would be a lot less work for HTC.

March 30, 2016 | 07:33 AM - Posted by Batismul (not verified)

Still aint gonna buy one Vive or Oculus untill I tried it myself to see if you have the screendoor effect still and see pixels etc. I want a crystal clear view and nothing in between to break the immersion. Plus there are hardly any good VR games out so maybe end of the year or next...

April 1, 2016 | 03:37 PM - Posted by DakTannon (not verified)

Hey Ryan have you guys test the USB compatibility of the CV1 yet? I have heard ALOT of people have been getting incompatibility rating in the Oculus Tool and I don't know whether these parts will actually cause trouble or if they just aren't on Oculus' white list or if they are just being over protective. For example I have 3930k@4.8ghz and it says my CPU isn't good enough but even per core it is stronger than a 4590 (I got an 11 on steam VR tool) so I know they are wrong. Now it also says my USB is no good now it could be because the x79 platform is not on their radar or also it turns out if you have even one incpable usb port and 4 usable ones the tool will still fail you if you don't disable the offending usb ports have you guys tested any older but viable platform like z77 or X79 before intel had integrated usb 3.0

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