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Re:Oculus Rift S by mikenew on Wednesday March 20, 2019 @03:01PM (#19445613)
They really phoned it in on this one. No physical IPD adjustment, an 80hz LCD rather than the 90hz OLED, a very marginal resolution increase to 1280×1440 (which is still less than the $200 WMR headset I bought almost two years ago), and no FOV increase. The move to inside-out tracking means a more convenient setup, but it will lose tracking when you put your hands behind you (like shooting a bow, which just about ruins Skyrim VR)[1].

Small wonder Brendan Iribe left Facebook over this[2]. They clearly want to push their more casual all-in-one headsets and don't care much about the enthusiasts and gamers that helped get Oculus off the ground in the first place. Really hope Valve steps up this year with a decent headset + the Knuckles controllers. Nothing wrong with building headsets for the more casual consumers but why can't someone release a decent gen 2 headset with the upgrades that everyone has been wanting.

1: https://arstechnica.com/gaming/2019/03/hands-on-with-the-new...

2: https://www.extremetech.com/gaming/279364-oculus-rift-2-canc...

EDIT: After a little more reading it looks like the Quest (their equally priced all-in-one headset) has a higher resolution and a physical IPD adjustment. What the hell are you even paying for with this? You get a worse headset for the same price that lacks all the onboard hardware?

Re:Oculus Rift S by Ajedi32 on Wednesday March 20, 2019 @03:05PM (#19445661)
On the other hand, there are a lot of things that were improved:

- Slightly higher resolution (1080×1200 per-eye -> 1,280×1,440 per-eye)

- Inside-out tracking

- Guardian can be set up via video passthrough

- More comfortable halo head strap (better weight distribution, more surface area)

- Wider lens sweet spot

- Fewer god rays (better lenses)

- Less pronounced screen door effect (better lenses, RGB-stripe subpixel layout)

- Low-latency stereo-corrected video passthrough (Passthrough+)

- Headphone jack

- Slightly longer cable (4m -> 5m)

Not a huge upgrade of course, but that's probably why they called it the Rift S and not the Rift 2.

Re:Oculus Rift S by mikenew on Wednesday March 20, 2019 @03:36PM (#19445985)
I'm not saying you're wrong, but we're on year 3 of this brand new tech and it's "kinda better, kinda worse". Think about the iPhone in 2007 vs 2010. They can call it whatever they like; it's still an utter disappointment, at least to a gamer like myself. If we're going to get to a point where VR actually feels like virtual reality then someone is going to have to push the envelope, and it clearly isn't going to be Facebook.
Re:Oculus Rift S by Ajedi32 on Wednesday March 20, 2019 @03:47PM (#19446093)
I think right now Oculus is more focused on bringing VR to a wider market than they are on pushing specs. If you look at it from that perspective, the Rift S is a _massive_ improvement. No need to mess with sensors during setup; just plug and play.

And it's not like they've abandoned R&D into higher-end tech. It's just that resolution and FOV improvements are bottlenecked by modern GPUs. To overcome that bottleneck will require a breakthrough in foveated rendering technology; which Oculus is working on but hasn't achieved yet. (I believe Michael Abrash, the chief scientist at Oculus, estimated it'll take them another ~4 years to get the technology to the point where it's ready for mainstream consumer use.)

Re:Oculus Rift S by EpicEng on Wednesday March 20, 2019 @03:52PM (#19446146)
The quest is an even larger step given the fact that it doesn't require an external PC. But still, I would love to see something more gamer oriented.
Re:Oculus Rift S by cmsimike on Wednesday March 20, 2019 @05:13PM (#19446993)
Didn't the second Vive release provide something more gamer oriented?
Re:Oculus Rift S by davefp on Wednesday March 20, 2019 @06:40PM (#19447733)
That's not what HTC were going for with the Pro, it's geared towards commercial use. Hobbyists are still buying it (naturally) but what we're really waiting for is whatever Valve are up to.
Re:Oculus Rift S by vanattab on Thursday March 21, 2019 @08:00AM (#19451270)
≥but what we're really waiting for is whatever Valve are up to.

You could be waiting a while. If I am not mistaken valve just let go most of their VR headset staff.

https://www.google.com/amp/s/www.theverge.com/platform/amp/2...

Re:Oculus Rift S by entropicdrifter on Thursday March 21, 2019 @11:52AM (#19453796)
Yeah, looks like they're pivoting their non-Steam/game related dev strategies more towards linux gaming and better streaming support than anything else
Re:Oculus Rift S by taneq on Thursday March 21, 2019 @04:32AM (#19450139)
> No need to mess with sensors during setup; just plug and play.

If that's what you want, the WMR headsets have provided it at a lower price point and equivalent spec for years.

Re:Oculus Rift S by yboris on Thursday March 21, 2019 @09:20AM (#19451957)
WMR = Windows Mixed Reality. Had to look it up. Please ease off on the acronyms or add a parentheses to clarify.
Re:Oculus Rift S by taneq on Thursday March 21, 2019 @09:33AM (#19452083)
Sorry, I'm usually more careful with this kind of thing but having one of these headsets (Sony HMD Odyssey, it's great and the newer version is meant to be even better) and lurking on /r/WindowsMR it somehow didn't even cross my mind that it was an obscure acryonym.
Re:Oculus Rift S by SebastianKra on Wednesday March 20, 2019 @04:35PM (#19446556)
The gameplay-experience isn't what is holding VR back. VR was good enough 3 years ago.

Price, PC-Specs, and ridiculously complicated setups are the reason, why VR hasn't taken off yet. The Rift-S helps with all of those issues.

It makes some smart tradeoffs, so that it is accessible to more people.

Re:Oculus Rift S by Judgmentality on Wednesday March 20, 2019 @04:49PM (#19446727)
> The gameplay-experience isn't what is holding VR back. VR was good enough 3 years ago.

This is wrong. All of the other things you mention matter, but at the end of the day I cannot buy a compelling VR experience at any price. VR itself still needs to be improved before all of those other things matter.

VR is incredibly underwhelming at this point, regardless of price. I'd say it's still a few years away from being good enough I'd want to buy it, and I'd expect to have to pay over $1000 for that pleasure when the time comes (ignoring the cost of the top-of-the-line gaming PC to accompany it).

And that's only talking about the actual technology in the headset, that's not even discussing the lack of good content.

And many (maybe most) people still get sick when using VR for more than an hour, so the argument it's "good enough" is absurd.

Re:Oculus Rift S by ricardobeat on Wednesday March 20, 2019 @05:44PM (#19447288)
What have you tried so far? I bought myself a Rift during the last Black Friday and am very pleased. BeatSaber and Eleven Table Tennis alone make it worth.
Re:Oculus Rift S by Judgmentality on Wednesday March 20, 2019 @06:28PM (#19447653)
I tried the Oculus Rift at Facebook HQ with all of the fancy dongles, including things I'm not allowed to talk about.

I've also tried the regular HTC Vive.

Both felt like a gimmick, and the Vive made my girlfriend nauseous after a few minutes.

I'm a big believer in the potential of VR, but the current options do not impress me. I think it's still a few years away for someone like me, and still another 5+ years where it starts to become mainstream (largely due to cost and lack of content).

Re:Oculus Rift S by JabavuAdams on Wednesday March 20, 2019 @08:42PM (#19448386)
VR Dev since 2014, here.

The content is what makes people sick, not the hardware (these days). I haven't gotten sick in VR since Rift DK2. Been using the Vive since. No sickness in The Lab. Recently tried playing Everest VR -- queasy due to lots of flying, slow camera movement. Apollo 11 was a lot better, but still had some iffy swooping camera moves.

Basically, you can not make the same kind of game for VR that you would for non-VR, but developers keep trying and they end up making players sick.

Finally, there's a problem with maximizers vs. satisficers and VR. I would say that it's not about comparing specs and buying the "best" device -- although maybe that's a problem of price point. Instead of looking for flaws, allow yourself to suspend disbelief. This requires good content.

Every single game and experience in Valve's "The Lab" is excellent. On Rift, Robo Recall is excellent. Very few games reach this level of polish (graphics, audio, HCI).

Look at the original Star Wars (A New Hope). The special FX are shite by today's standards. If we were just to compare bullet points of features, it would be garbage. Let yourself be transported.

Re:Oculus Rift S by fjabre on Wednesday March 20, 2019 @11:46PM (#19449143)
People get sick mostly because of the neurological issues associated with keeping eyes focused on objects at fixed lengths even though they are perceived as far away in the VR world.

Vergence-accommodation conflict:

https://medium.com/vrinflux-dot-com/vergence-accommodation-c...

Re:Oculus Rift S by JabavuAdams on Thursday March 21, 2019 @11:23AM (#19453375)
If this were true, why can I stay in The Lab for hours, but I get sick in Everest VR in minutes, on the same hardware? Why did the dozens of VR devs I have talked to get sick on 2014-2015 hardware, playing tech-demos, but they don't on 2018 hardware, playing games designed for comfort?

Also, lack of positional sensing (versus angular) on mobile VR devices is a much bigger contributor to discomfort.

I'm not sure why you're so keen on vergence accommodation, but it seems that you're focusing on a tiny effect, when the large effects are known.

Just because there's little in the peer-reviewed literature, does not mean that this is poorly understood by practitioners.

Re:Oculus Rift S by fjabre on Thursday March 21, 2019 @11:51AM (#19453778)
I come from a neuroscience background hence my bias. It's the fundamental way in which we focus on objects in the real world. It is not functioning normally at all with a headset on.

No one Ive met can stay in VR for hours regardless of game. Most of my friends who have tried or have VR devices get sick after 45 minutes. Admittedly they are not VR enthusiasts or hard core gamers however.

Re:Oculus Rift S by BubRoss on Thursday March 21, 2019 @12:39PM (#19454336)
That sounds pretty anecdotal for a scientist.
Re:Oculus Rift S by fjabre on Thursday March 21, 2019 @02:54PM (#19456009)
Not a scientist. I'm a developer who has been working in the neuroscience field for 15 years, specifically with brain stimulation devices.

I'm not saying this qualifies as any sort of degree nor was I saying you should count my anecdotes as facts.

It is simply my belief that the vergence-accommodation conflict needs to be solved before VR will be adopted by the masses. I think vergence-accommodation neurological process should stay coupled as it does in nature to provide a completely natural feeling and non strained experience for the user. The research here is scant. Perhaps someone is aware of some ongoing research on this topic.

Re:Oculus Rift S by JabavuAdams on Thursday March 21, 2019 @02:41PM (#19455863)
I'm curious -- which hardware devices? I find Vive and (current-gen) Oculus Rift the most comfortable. The biggest issue for me playing a well-designed game is fogging up due to sweating.

EDIT> I have a relatively low tolerance for motion sickness.

Re:Oculus Rift S by fjabre on Thursday March 21, 2019 @02:59PM (#19456057)
They were Vive headsets. From the moment I put on the helmet something feels off and I can't quite focus on objects comfortably without some kind of strain. I've learned over time to let my eyes just relax and not try to focus but it still gets me after about 30-45 minutes. If I'm in Big screen watching a movie it's not a big deal because my eyes aren't moving around focusing on different objects in a room so much. But if I'm out walking around in Skyrim I feel sick after about 30 minutes.
Re:Oculus Rift S by JabavuAdams on Thursday March 21, 2019 @04:18PM (#19456810)
What are the walking controls in Skyrim? Any kind of locomotion that is not strictly tied to the player's movement is a big no-no for comfort. This is a huge problem for the kinds of FPS games that people want to make for VR. The fundamental problem is that you're not moving but your whole field of view is telling you that you are.

I've read that this is a problem for astronauts IRL when they're in free-fall next to a slowly rotating or panning object that occupies a lot of their field of view. So, that would be a kind of existence proof that it's not vergence, but rather optical flow that is decoupled from the subject's actual motion.

It sucks, but basically FPS games are out for VR, until you can actually run around, leap, etc.

EDIT> Another example -- during a scene in Apollo 11 where the camera (and hence my view) was orbiting the spaceraft while my IRL body was still, I started to feel queasy. I was able to reduce the sensation by looking at the growing space-craft as it started to fill more and more of my field of view -- it was relatively stationary to me. This again speaks to optical flow, and motion that is out of whack with what the player's ears are telling them. Another cheat along these lines is to use a cockpit that is fixed relative to the player's view to reduce the amount of visual area that is giving wrong motion cues.

EDIT2> I'd be interested to know whether you can last longer in a game that uses only your own IRL motion + instant teleport. So, no thumbsticks, mouse, keyboard locomotion -- as these are all known chunder inducers. Unfortunately non-VR games with bolt-on VR are like the worst-case for comfort, but also often the games that we really want to see in VR.

Re:Oculus Rift S by moron4hire on Thursday March 21, 2019 @12:49AM (#19449349)
Vergence accommodation conflict is a contributor but not anywhere near a primary source.
Re:Oculus Rift S by fjabre on Thursday March 21, 2019 @10:16AM (#19452581)
The jury is still out on that. There simply is no research to prove or disprove what you or I are saying.

My educated guess is that it actually is quite important and the key to making VR more comfortable for long term use.

I think it is the primary issue. I am a software developer who works in the neuroscience field. I am not an MD but I have read enough research to know you cannot definitively say what the cause is, and that disrupting such natural processes in the brain are likely to have consequences. To me it seems obvious that it's the primary source of the headaches and nausea commonly associated with VR.

For example I have certainly felt sick in the real world from roller coasters. But I have never felt the type of sick I get when I put on a VR helmet. It's another feeling all together. And it comes on differently than any other sick feeling I've had. This is anecdotal of course. I digress.

If VR doesn't solve this issue, VR doesn't go anywhere IMHO. But it's obvious they will solve it in time and as someone who closely follows the field it seems to be one of their primary concerns.

Re:Oculus Rift S by dTal on Friday March 22, 2019 @07:30AM (#19461507)
The primary engineering challenge of VR is motion sickness caused by a mismatch of visual and inner ear information, which is extremely well established as causing people to throw up in a wide range of contexts outside of VR. The principles behind modern VR tech are decades old - the reason we're getting consumer VR now, in the late 2010s, is because commodity computing hardware is now fast enough to render scenes and track heads with a low enough latency to prevent motion sickness. However, low hardware latency is necessary but not sufficient to prevent motion sickness - the application developer also has a responsibility not to throw the user around in virtual space without corresponding real-world movement. A great many VR applications do not respect this principle - two such programs were mentioned by JabavuAdams at the top of the thread. Hence, the primary cause of nausea on VR is motion sickness caused by content.

Yes, even in a decent VR experience you will get headaches after an hour or two, possibly or even probably from vergence-accomodation conflict. But that's entirely secondary - you won't last more than a couple minutes on a virtual roller coaster.

Re:Oculus Rift S by moron4hire on Thursday March 21, 2019 @12:11PM (#19453987)
I've been working in VR and AR for nearly a decade. I've even built my own headsets. The experiences that make people sick are always low framerate. I've put people through experiences pegged at 90FPS for hours at a time with no nausea.
Re:Oculus Rift S by fjabre on Thursday March 21, 2019 @12:19PM (#19454088)
Perfectly valid point. I still think vergence/accommodation needs to be solved as an important key step in VR dev for more comfortable experiences. Its harder to do than just upping frame rates.

You need foveated rendering to start with but im sure you know the rest. If you want VR, well you need actual VR. Its not enough to trick your vision superficially. You have trick the whole system. I digress.

Re:Oculus Rift S by moron4hire on Friday March 22, 2019 @10:24AM (#19462759)
Foveated rendering doesn't solve vergence accommodation. Your eye will still be focused at infinity regardless of where you are looking, you'll just have the illusion that the foreground or background are out of focus. Eye tracking plus dynamic lenses (perhaps liquid lenses) or real light fields are necessary.
Re:Oculus Rift S by throwaway34241 on Wednesday March 20, 2019 @07:03PM (#19447870)
FWIW I tried the Quest recently and it felt consumer-ready in a way none of the other systems I've tried so far did. Mostly due to the freedom to move without the cable, increased resolution, and better lenses (the price doesn't hurt either).

That's coming out in a few months though, and it certainly addresses the cost point. Is the main thing you think will take 5+ years content? Trying the Quest I couldn't help but be reminded of the Wii (maybe because I played a tennis game). Even though it's not perfect it offers a very novel experience at an affordable price point. I have no idea what the content line up for the system is though.

Re:Oculus Rift S by Judgmentality on Wednesday March 20, 2019 @07:24PM (#19447986)
The first problem is the technology just isn't good enough yet - it literally makes people sick. Higher resolution, faster frame rates, and better tracking can help with this.

The second problem is it's too expensive. Once there is enough demand to scale the technology better, costs can come down. And costs for better screens and chips will come down in time on their own anyway.

The third problem is a lack of content. For the amount of money Facebook has been pouring into VR developers, it's really just sad how few good games there are. The general consensus I hear from gamers is they've just given up on VR, and I don't know any devs who see it as anything more than an experiment right now.

There just isn't anything compelling about VR right now, at least not for me. Even the people I know who used to champion it almost never use it anymore, and many of my friends who used to work at Oculus have quit as they no longer believe in the vision.

All of this is anecdotal of course. The real data point is sales, and they are bad. Look at VR sales and compare them to the Microsoft Kinect, which MS has essentially abandoned and admitted to being a failure (at least for gaming and mainstream consumer applications). If VR is woefully trailing behind a technology accepted to be a failure that was practically force-fed down consumer's throats as MS tried to push it with their Xbox business, it's hard to see a bright future for VR.

It's been years and billions of dollars have been spent, and VR has a couple of indie hits and no killer app.

Re:Oculus Rift S by throwaway34241 on Wednesday March 20, 2019 @09:15PM (#19448521)
It's not too surprising that sales are bad, the V1 hardware is pretty terrible in various ways, and the cost all in is ~$1400 for a PC system (cheaper for PlayStation but not that cheap). At least management at Facebook and Valve have been very clear that their expectations for V1 were not high.

If you look at tablet PCs, Microsoft didn't capture much market share with early $1000+ systems with non-touch based software, but there was still room for the iPad to come in at a lower price and be a successful product.

I think the difference between a (not-terrible) mobile system like the Quest at $400 and existing PC based systems is at least as stark. BTW I didn't hear of anyone getting motion sick, but neither of the Quest demos had any artificial movement, and people weren't using it for hours.

Of course there still needs to be content with some sort of appeal. That's pretty subjective. I liked the tennis demo I had, the lack of a cable made quite a big difference and the lenses aren't nearly as fussy to get a clear picture. I'm not a big gamer but I like being active IRL and playing table tennis etc. I don't know how big a market that is. But I could see myself buying one at $400, not as a developer, if it had a variety of that sort of stuff. None of the other systems I've tried get remotely close to that, in terms cost/inconvenience for what you get.

I'm also curious about movie watching. I wouldn't use existing systems for it, but a higher-res mobile system with better lenses (and hopefully a native Netflix app)? I'm very curious to see if it's a practical thing yet. People watch lots of shows on their phone, it doesn't seem unthinkable that VR could have some appeal for that.

If they have decent content, I think they will probably move more units than VR systems have to date. But to think about the Wii again, even though it was successful as a device it still didn't end up having a major long-term impact...

I don't think just the numbers matter in early stage hardware while there are still extreme qualitative differences. You see companies that focused on cardboard/GearVR based on that sort of reasoning, even though that had an even less likely future as a platform than fully-tracked systems. The Palm Treo wasn't a mass market product, but that hardly doomed smartphones.

Re:Oculus Rift S by esyir on Wednesday March 20, 2019 @10:33PM (#19448841)
To be honest though, I'm surprised the VR porn industry hasn't really taken off. Though that's hardly the driver of high end rigs, but rather more towards something lower end.
Re:Oculus Rift S by taneq on Thursday March 21, 2019 @04:35AM (#19450144)
How do you get from this limited experience to "at the end of the day I cannot buy a compelling VR experience at any price"? It sounds more like current VR tech just doesn't work /for you/ on the couple of demos you've tried.
Re:Oculus Rift S by Ajedi32 on Wednesday March 20, 2019 @05:00PM (#19446870)
Have you tried PC VR recently? It's very compelling.

There are obviously still lots of things that could be improved, but high resolution isn't necessary to make VR "compelling" any more HD screens were necessary to make console gaming compelling.

Re:Oculus Rift S by jsgo on Wednesday March 20, 2019 @04:57PM (#19446839)
If that were the case, why didn't Microsoft's WMR partners blow everyone away (pretty sure 100% have used inside out tracking which prevents the station setup of Vive/Rift plus the lower barrier to entry PC specifications)?

I bought the Odyssey+ HMD during the Black Friday sale and I must admit, it is fantastic. But outside of that incredibly low priced sale ($299 I think it was?), I don't think WMR headsets have been really hot sellers while having access to most (all? I don't know) SteamVR titles and the ability to use Oculus ones via ReVive. I personally haven't had any tracking issues, but I haven't played anything where a hand goes behind the view of the visor like Skyrim, apparently.

Oculus Quest/Gear VR/etc seem more like the setups that will make VR "take off" (if it is going to, that is). The tethered experience seems more for the enthusiast but this particular side-upgrade seems to be going for the worst of both worlds (a tethered experience that isn't going to really resonate with enthusiasts as it most likely isn't an upgrade over their current setup and due to that tethering probably not going to appeal to the mass market either).

Re:Oculus Rift S by SebastianKra on Wednesday March 20, 2019 @05:41PM (#19447259)
> If that were the case, why didn't Microsoft's WMR partners blow everyone away?

I can only speak for myself here: I bought the Rift, because I didn't know anything about VR and trusted Oculus more than some 'wierd unknown' manufacturer. (a lack of knowledge is another huge issue in my experience)

To be clear: I don't think, the Rift S is going to _fix_ any of those issues. But it certainly is an improvement. And that's what so many are debating here.

> The tethered experience seems more for the enthusiast

I don't know... If everybody with a 1070 or better is an enthusiast, then you might be right. But as PC's get faster, that will hopefully change.

Re:Oculus Rift S by zenbai on Wednesday March 20, 2019 @10:34PM (#19448847)
Re:Oculus Rift S by throwaway34241 on Wednesday March 20, 2019 @05:12PM (#19446988)
I think after the Quest it would be a big mistake to make PC headsets a separate product anyway. Any resources for Rift 2 would be better invested on Quest 2 and making it work well with a PC (plugged in, wirelessly, or both).

I can't see any fundamental design differences between a good mobile and PC headset. Sure the PC can drive a higher resolution on most games (for more detail or field-of-view). But even mobile can run certain apps like virtual theaters at high res, and it will benefit from less screen door effect. The weight distribution of the battery needs to be solved in any case, and a wireless PC-only headset would need a battery too. If an ultra-high res screen increases the cost they can always do multiple products but I don't see why they should segment them into PC/mobile. I think most PC users would rather pay an extra $50 for an all-in-one device that works with PC and standalone than $400 each for entirely separate headsets.

Looking forward a little bit, it might make sense for Oculus to make a compact wireless eGPU if they want to be competitive on high end graphics, since it could probably have much better setup, cost, and portability for users that don't already own a gaming PC (in addition to providing a standard performance profile). If the external graphics brick could have a snap on battery and be used on a backpack/vest even better. I've tried some arcade type stuff with multiple users, haptic feedback etc and it's pretty cool although totally non-standardized.

Re:Oculus Rift S by gcbw2 on Wednesday March 20, 2019 @03:49PM (#19446115)
> Rift S and not the Rift 2

from cars industry: S version of any model means worse upholstery, worse radio, worse trim, worse engine, worse everything, but with a plastic spoiler!

Re:Oculus Rift S by ex3ndr on Wednesday March 20, 2019 @05:09PM (#19446958)
quite opposite, see Mercedes S-Klasse.
Re:Oculus Rift S by gcbw2 on Thursday March 28, 2019 @05:42PM (#19516931)
s class and model s are models not badges on top of models. But even the mercedez c class have a sports submodel that falls into the S badge paradigm
Re:Oculus Rift S by ex3ndr on Friday March 29, 2019 @06:43AM (#19520478)
There are bunch of tech not available on C-Klasse or even E-Klasse that is on S one.
Re:Oculus Rift S by RussianCow on Wednesday March 20, 2019 @04:39PM (#19446597)
Unless you're Tesla. ;)
Re:Oculus Rift S by BoorishBears on Wednesday March 20, 2019 @07:16PM (#19447947)
Tesla doesn’t have S versions, just a Model S

Audi as mentioned has S models and they’re legitimately better than their non-S counter parts (S-line package is not the same)

Re:Oculus Rift S by ganoushoreilly on Wednesday March 20, 2019 @04:55PM (#19446804)
Or Audi!
Re:Oculus Rift S by lagadu on Thursday March 21, 2019 @04:50AM (#19450209)
Not for Porsche or Audi.
Re:Oculus Rift S by superkuh on Wednesday March 20, 2019 @05:10PM (#19446967)
> Wider lens sweet spot

... and it's gone. Software IPD means a tiny sweet spot. Even if this is mitigated by slightly better optics it'll be smaller. Plus lack of hardware IPD will cause eye fatigue and headaches; discomfort is still an important part of VR HMD considerations. It didn't go away.

And using LCD means no blacks. So crappy space sims and games that have to be made to not use black.

Re:Oculus Rift S by Phlarp on Wednesday March 20, 2019 @05:45PM (#19447296)
Maybe it's a market fit question? Certainly the original Oculus had a very successful kickstarter, but that was a ~$350 device and it was expected a standard gaming computer would be able to keep up with the resolution and refresh rates.

Now it appears that for a "good VR experience" at the high end you need a ~$600 headset, a $1300 graphics card and a dedicated/padded room with no major breakable items. Even with all these things you are still left making unappetizing tradeoffs between resolution, refresh rate and frame rate.

Re:Oculus Rift S by yboris on Thursday March 21, 2019 @10:33AM (#19452765)
My $300 graphics card from 2 years ago handles all the VR just fine: Radon RX 480 - now costs about $200
Re:Oculus Rift S by Phlarp on Thursday March 21, 2019 @11:51AM (#19453780)
yes, because nobody is trying to drive 4k per eye at 144hz with lower latencies than we can currently get to.
Re:Oculus Rift S by wildermuthn on Wednesday March 20, 2019 @06:47PM (#19447771)
The move to casual is risky if it alienates the current user-base of gamers.

However, it is my understanding that the number of VR gamers isn’t high enough to drive self-sustaining profits for VR developers.

There’s a case to be made that a platform like VR can’t be sustained by gaming. That VR needs a killer business application. If that is true, then the Quest isn’t equipped to handle business use-cases (battery-life), and neither is the current Rift, whose onerous setup is a non-starter in an office.

If the Rift S is a plug-and-play solution to sitting VR, and if the increase in resolution and lenses makes text legible, then we will finally have a practical platform for business software.

The most immediate business use I see is remote collaboration. While meetings and white boards stand out as obvious wins, I’m thinking there is opportunity in reimagining the original killer apps: spreadsheets, word-processors, calendars, email, and of course, the web browser.

No one could fix email. No one could figure out social browsing. No one could solve voice-dictation. No one seems to follow anyone’s calendar but their own. And as for spreadsheets, the monstrosity that is Airtable implies large unmet needs.

VR needs a killer app, and it won’t be Doom. It will be the next Netscape, Excel, or Word.

Re:Oculus Rift S by leoc on Wednesday March 20, 2019 @09:20PM (#19448538)
VR is already selling quite strongly to firms who use it for various kinds of training. One good indication of this is the strong market of backpack PCs https://www.roadtovr.com/vr-backpack-pc-at-a-glance/ despite the face that the backpack PC seems to have almost no adoption among home VR users. It also underlines the fact that current workplace VR users aren't particularly price-sensitive. It futher seems unlikely that they're usually all that bothered about sensor setup, though maybe some value or would value the wide play area that markerless inside-out tracking affords.
Re:Oculus Rift S by wildermuthn on Friday March 22, 2019 @10:21AM (#19462734)
Good example of non-gaming uses that seem to have traction! The key is figuring how to enable businesses to make more money by using VR.

In a previous thread about VR, someone was quite negative about the utility of VR, but ended with “talk to me once there’s an Excel of VR.”

There are billion-dollar opportunities here, but only if VR is accessible as a platform in the same way a PC is.

To your point about backpack VR, however, the Quest will undoubtably accelerate these kind of use cases!

Re:Oculus Rift S by karmakaze on Thursday March 21, 2019 @05:16AM (#19450306)
TIL Backpack PCs are a thing. I wonder how people would react if I sat in a coffee shop with a backpack PC/keyboard and doing dev in VR. Can I code on a Quest?
Re:Oculus Rift S by leoc on Saturday March 23, 2019 @11:07AM (#19470738)
Well, if you were sitting down you'd be better off with a gaming laptop. (Unless you want the backpack for the gargoyle chic of course ... ;) ) As Quest is an Android-ish mobile device, I assume it's not a great development platform even if you choose to sideload things. You'd probably want to use the Rift S or one of the high-end WinMR HMDs plugged into a Windows laptop. (Only Valve's SteamVR is supported on Linux, but there's no SteamVR HMD with markerless inside-out tracking out there yet. You could use a Rift and clamp a SteamVR Tracking base station to your table, if it's stable enough, using a battery pack to power it. That would be so Linux-on-the-desktop, in more ways than one.)

But then you'd run into the big (and hard-to-fix) limitation of first-gen VR, the very low pixel density compared to conventional displays, which is a particular problem when you're working with text. It's a problem with is partly compensated for by the unlimited virtual screen size that VR gives you, especially in comparison to the small and awkwardly-placed screens you're often stuck with in a mobile context. So you could certainly give it a go, especially if you get one of the highest-res WinMR headsets, but on balance the laptop screen would probably still be more practical for coding today.

Re:Oculus Rift S by basch on Wednesday March 20, 2019 @03:57PM (#19446209)
>They clearly want to push their more casual all-in-one headsets and don't care much about the enthusiasts and gamers that helped get Oculus off the ground in the first place.

So basically every company in the world that prefers marketshare to niche. Theres some nice exceptions like pinboard.in, but for the most part, everyone is willing to sell out to Walmart hoping for dominance.

Re:Oculus Rift S by TulliusCicero on Wednesday March 20, 2019 @05:57PM (#19447410)
Nvidia definitely hasn't forgotten about super hardcore gamers, even if people buying 2080 Ti's are a tiny minority.
Re:Oculus Rift S by ineedasername on Wednesday March 20, 2019 @09:39PM (#19448618)
No but Nvidia still has a diversified customer base too. High end enthusiast gamers are only one component. Occulus seems to be trying to diversify a bit too.
Re:Oculus Rift S by nabla9 on Wednesday March 20, 2019 @03:35PM (#19445971)
Maybe the right way is to start with expensive professional vr-gear like https://varjo.com/ is doing and then gradually get into consumer products years later.
Re:Oculus Rift S by hombre_fatal on Wednesday March 20, 2019 @08:00PM (#19448208)
How is this different from /r/gaming thinking that the only challenge in building anything is turning a dial, and if it's not perfect, then it's because you're incompetent for not simply turning the dial more.
Re:Oculus Rift S by designcode on Wednesday March 20, 2019 @09:28PM (#19448569)
Excellent description
Re:Oculus Rift S by rubicon33 on Wednesday March 20, 2019 @03:30PM (#19445925)
> Why can't someone release a decent gen 2 headset with the upgrades that everyone has been wanting.

Seriously. If anyone "should" be the one to be pushing things forward it's Oculus. Yet they seem dead set on bringing this to the masses, rather than releasing a "PRO" headset.

The money may be in the masses, but it sure feels like a big FU from oculus for them to seemingly abandon the pro consumer.

Re:Oculus Rift S by brian-armstrong on Wednesday March 20, 2019 @03:46PM (#19446084)
How likey is it that people will develop content if the possible install base is only people with high-end headsets?
Re:Oculus Rift S by WalterSear on Wednesday March 20, 2019 @04:07PM (#19446288)
More likely than they will, so long as the device remains a poorly functioning novelty.

IMHO, we haven't reached the point where VR technology can be commoditized in this way. Even the high end rigs have a long way to go.

Re:Oculus Rift S by kaibee on Wednesday March 20, 2019 @06:24PM (#19447626)
> How likey is it that people will develop content if the possible install base is only people with high-end headsets?

This isn't how tech goes mainstream. Facebook is trying to eat its cake before its ready. There's a lot of influencers in tech who, while bullish on VR's future, basically write off current VR. In its current state, isn't worth it for them, and they're the ones who can afford to have real VR setups and are passionate about tech in general. They're not going to recommend it to their followers either, since they themselves aren't impressed. Current content is limited by the capabilities of the VR hardware, not the other way around.

Re:Oculus Rift S by sorenjan on Wednesday March 20, 2019 @07:55PM (#19448182)
Don't forget that they're owned by Facebook now. Facebook probably have different priorities than hardcore gamers.
Re:Oculus Rift S by xbkingx on Wednesday March 20, 2019 @06:45PM (#19447759)
That's because they've got all the enthusiasts they want right now. The S is clearly meant to bring more people into the VR market, not act as an upgrade for existing owners. It's a good option for people that waited to buy an HMD too long and don't want to get an old system that will be discontinued in a few months, and those that can't/don't want to deal with wiring up all the cameras/sensors. It also isn't a terrible option as a second VR setup. I have a Vive, and if I was really interested in Oculus exclusives and a little impatient, the S wouldn't be a terrible option.

I don't see the S as an upgrade or competing product, but as an option targeted for a specific market based on all the data they've collected. That said, I agree it feels underwhelming, going to LCD from OLED is a bad move, and I don't trust inside-out tracking to work as well as advertised.

Re:Oculus Rift S by outworlder on Wednesday March 20, 2019 @04:25PM (#19446470)
> The move to inside-out tracking means a more convenient setup, but it will lose tracking when you put your hands behind you

If that's correct, this ruins Robo Recall, of all things.

Yeah, maybe it will make setup more convenient, but are people really being thrown off by that? A 10 year old can figure it out (tested!). Yes, taking USB ports is not convenient, but the camera positioning is more forgiving than Vive's implementation (those need to see each other).

No significant jump in resolution. Lower refresh rate, LCD.

It's kinda underwhelming.

> EDIT: After a little more reading it looks like the Quest (their equally priced all-in-one headset) has a higher resolution and a physical IPD adjustment. What the hell are you even paying for with this? You get a worse headset for the same price that lacks all the onboard hardware?

Wake me up when the Quest is able to run Elite Dangerous, X-Plane, Subnautica or similar stuff. Even PCs can struggle.

Re:Oculus Rift S by KallDrexx on Wednesday March 20, 2019 @04:46PM (#19446675)
If you look at the 5 camera placement on the headset it looks to cover a pretty heavy margin, including a wide FOV camera on the top. So you'd have to have your hand directly behind your back (and not at a height above your head) for it to not be able to track it, which seems like it would be uncomfortable in real gaming scenarios.

John Carmack has also talked a decent bit about their inside-out tracking extrapolation tracking code to keep latency low. Their tracking predicts where your hand will be at the time a frame is rendered, not at the time the frame begins. This not only means the controller tracking will appear low latency but it also means it can figure out from the controller's sensors where it is when it can't get visual range for a second or two. So I imagine you'd have to hold your hand directly behind your back for more than a few seconds to really see the effects, and by the time your controller comes in range (way before you'd see your hand position) it should correct itself.

That being said, some people with hands on did say the inside out tracking didn't do so well when the controller got too close to the front of the headset, so it's up in the air how bow and arrow type of movements will work.

Re:Oculus Rift S by admax88q on Wednesday March 20, 2019 @04:52PM (#19446758)
> which seems like it would be uncomfortable in real gaming scenarios.

I routinely want to grab things of tables behind me in VR without turning my head off of the enemy in front. It's one of the things that makes VR feel immersive, the world keeps existing even if its outside your field of view.

Re:Oculus Rift S by KallDrexx on Wednesday March 20, 2019 @05:02PM (#19446881)
Sure but for a 1-2 second grab extrapolation + accelerometers should do the trick.
Re:Oculus Rift S by admax88q on Thursday March 21, 2019 @09:02AM (#19451781)
Maybe but I'm skeptical it would be good enough.

The industry seems to be hurrying to cut costs with lower end solutions and yet the high end isn't even close to perfect yet IMO.

Its too early to commoditize VR in my opinion. Google tried with daydream and its crap. When Vice launched it was remarkable and since then the quality of the VR experience has only degraded. Lots of "we can get almost as good results doing this cheaper option" steps have been taken which cement VR as a gimmick rather than a truly compelling experience.

Re:Oculus Rift S by nenadst on Wednesday March 20, 2019 @03:24PM (#19445850)
If inside-out tracking is ok then why not go WMR -

the new HP Reverb sounds actually nice ..

2160 x 2160 px per eye - 114 FOV 90Hz LCD

but the price is also high ~599$

Re:Oculus Rift S by Ajedi32 on Wednesday March 20, 2019 @03:33PM (#19445955)
The Rift S has much better tracking and controllers. 5 cameras instead of two, and the Touch controllers are much more ergonomic than what WMR provides.
Re:Oculus Rift S by dave7 on Thursday March 21, 2019 @04:23AM (#19450094)
> After a little more reading it looks like the Quest (their equally priced all-in-one headset) has a higher resolution and a physical IPD adjustment. What the hell are you even paying for with this? You get a worse headset for the same price that lacks all the onboard hardware?

It is absolutely mind-boggling that Oculus have not released a single SKU here - a Quest with an optional single cable (VirtualLink - USB C) that can connect to a PC to make it a Rift.

Re:Oculus Rift S by ineedasername on Wednesday March 20, 2019 @09:21PM (#19448544)
I think Vive now has the enthusiast market wrapped up nicely, so I can understand why Occulus might want to target a low end market. Especially as it might prove to be larger. But it's really still early days for VR, much higher specs required than a typical mid range consumer PC, so it's hard to say where things will ultimately land.
Re:Oculus Rift S by oraphalous on Wednesday March 20, 2019 @11:42PM (#19449123)
>Nothing wrong with building headsets for the more casual consumers...

Not sure if this is true. There is nothing casual about blocking out the real world entirely with a sensory depriving helmet on your head. I just don't see a casual market for this tech until it integrates seamlessly with the real world.

Re:Oculus Rift S by vlan0 on Wednesday March 20, 2019 @03:16PM (#19445767)
>They clearly want to push their more casual all-in-one headsets and don't care much about the enthusiasts and gamers that helped get Oculus off the ground in the first place.

I'm a little surprised they have taken this route. Especially with someone like John Carmack for a CTO.

Re:Oculus Rift S by pavlov on Wednesday March 20, 2019 @03:20PM (#19445810)
Carmack’s interest at Oculus seems to have always been low-end VR. He wrote the SDK for the Gear VR.
Re:Oculus Rift S by rocky1138 on Wednesday March 20, 2019 @03:28PM (#19445907)
I think he is like a demoscene coder; he enjoys pushing limited hardware beyond its supposed limits.
Re:Oculus Rift S by pavlov on Wednesday March 20, 2019 @03:49PM (#19446112)
That’s what I assumed too. There’s just not that much left to be done with tight C++ loops in “triple-A” production value VR, it’s mostly about giant asset pipelines.
Re:Oculus Rift S by sundvor on Wednesday March 20, 2019 @07:11PM (#19447924)
I was wondering why they didn't post FOV and resolution, and your post answers that question. My $120 Lenovo Explorer almost (?) looks better.