Is VR dead?

  • Thread starter Deleted member 197115
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  • Deleted member 197115

You argue a point just to see if you can provoke someone.
Presenting own opinion and defending it with whatever facts can support it.
You may disagree with it, it's is fine and expected, but going ad-hominem when you cannot counter it in civilized way just shows the lowest of your own personality.
Same applies to another poster who believes that anyone who does not support his opinion is a "troll".
Grow up, and act like adults supposed to, including handling arguments on the internet.
Enjoy your weekend.
 
  • Deleted member 197115

Provocative, yes. And I was still very much active user and huge believer in VR at the time of the thread creation, with probably only slight doubts on where it is going.
And here we are, 4 years later and still unsure.
 
Apple Lisa and Newton are precedents for Vision Pro failure.
Back in the day we were looking for a mobile solution and apple gave me the newton and what ever was the top of the line mac back then. I had never used a mac before and was impressed with it all, alas it did die and found that an industrial version of the psion was better for the task.. It was pretty cool to have a play with back then though.
 
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Samsung increasing their oLED capacity seems like one of those 'a rising tide raises all boats' kind of things
 
Provocative, yes. And I was still very much active user and huge believer in VR at the time of the thread creation, with probably only slight doubts on where it is going.
And here we are, 4 years later and still unsure.

Well, isnt it only now that VR tech and even the PCs to run it with modern graphics are approaching a level we wanted from the beginning? The question is how many of the new sims to arrive will continue to fully support VR. Does it seem like studios/developers are still not fully committed to it as a primary feature? With an importance on performance, rather than additional option to perhaps include?

Lets see how well the new WRC implements VR or other titles due in 2024.
My point is, its great that new improved tech arrives but if the industry is not best implementing or even optimising it as a technology then this kind of sucks.


PS5
While the image quality of VR2 is okay but not without some limitations, for a VR experience in a race scenario, GT7 with its car models and visuals still ranks very high as an entertaining and enjoyable experience. For Sony then need the VR experience to be good with plenty of titles being developed over the next several years to help continue selling the hardware.

Its also so simple to get it working on PS5 and credit to Sony for bringing a quality VR experience to the masses. Has to be said with the added controller and headset vibrations they have an excellent platform for the newest titles like Res 4 / AS2 and other future titles. PS5 Pro expected in 2024? It may also help to let them further how well VR can be on a console.

Sony continue to keep adding more and more free and quality content for GT7
This video on the recent update was interesting, highlighting how well it represents a very popular car....


Back to VR, this guys channel has some excellent VR comparisons and content.



Quest 3?
It does look interesting and will likely improve with updates, wont be the best but for the price, Im surprised with the lack of discussion of it here as an affordable option with nice hardware and features.



VR Future?
Seems that the area VR is possibly going to grow the most is perhaps not so much with sim fans but in productivity use cases with small form factor, portability and how well it also works in AR with multi tasking usage.

The next round of headsets including the Pico5 will be interesting.


Immersed VISOR
It looks interesting but I'm not sure how well this will be adapted by the community for sim racing or flight sim communities.



Fully Adaptable Screens?
It would be interesting if we can get a 4K per eye level of visual quality that lets us create whatever screen size/ratio we wanted. To me this would be fantastic for enjoying large screen cinema, but then be able to decide if the user wants a 21:9 32:9 or triple display mode.

Nothing yet can do this right?
 
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Reportedly, new production takes a year to increase yield from around 25% to 90%.
I get this won't have immediate effect but something that takes that long to ramp up means they'll have capacity for mass volume at some point, which seems to be a bottleneck until then. Guess the long arc/slow evolution has conditioned me to be happy about things that are just out of reach still >_>
 
  • Deleted member 197115

Has anyone tried Half Life Alyx with No VR mod?
Looks impressive on video, wanna give it a whirl.
 
I Bought the Bigscreen Beyond. I'm disappointed.

I had seen so many reviews on YouTube praising the Bigscreen Beyond in its early phases, saying it'll only get better as they develop it. I was so excited for a tiny headset, and everyone was saying it's the "Next Generation" of VR hardware.

I have been running the Quest Pro for hundreds of hours, so all my comparisons are to that headset.

Here are my initial impressions after just 5 hours of use.

-There's a glare in the lens, and it's built into the optics, so it's not fixable. Annoyingly noticable in low light situations.

-Lens also has a tiny sweetspot, anything that isn't directly in front of you is very blurry.

-Idk if they got my IPD wrong, or maybe I'm just not used to the new headset yet, but the 3D feels a bit off, like its artificial. Like yeah, Obviously it IS artificial, but the Quest Pro does not feel like this.

-When I move my head around, the world seems to lag behind and warp things in the distance. Very noticeable, almost nauseating. Might just be a Steam VR issue, but I never experienced this with the Quest.

-Games may look much nicer, but they also now run my GPU to 99%, so my framerate takes a plunge. Even at lowest SteamVR settings.

-Also it has no face tracking, and I've grown used to that. I knew it didn't have it, but I was hoping the upsides would overshadow this fact. I will never buy another headset without face tracking.

-Headstrap doesn't have a good way of securing itself, so it slowly loosens over time.

-Has to be connected with a Cable, wireless is not currently possible.


Upsides?
Very small, light and comfortable. Face cushion feels nice. Very HD.

As of right now, I'd say "Not reccomended for Gaming"

It's designed to be a virtual Theater, so that's the only thing I'll probably use it for.

If anyone has any fixes to any of these issues, I'd be very grateful. Thank you!
 
The Quest Pro arguably has the best optics available today with extremely high edge to edge clarity and sharpness.

The head moving issue sounds like you are sensitive to persistence. Some people have lowered the brightness to 80 or even 60% to diminish that effect. You might experiment with Brightness to see if that helps.

The 3D perspective sounds all kinds of wrong. Something is going on there. I'm getting a very natural 3D perspective in my Beyond that is far better than the Aero was and I think that is actually a strength of the Beyond.

The GPU is also something that seems off. I'm running iRacing with settings high and only getting about 62% GPU at 90Hz. Similarly in Dirt Rally and every other titles I'm getting very reasonable GPU numbers on my 4090. However, I've seen that issue recently since I updated my NVidia driver and I've had to exit and re-enter a game after making any settings changes.

You might try reducing the default oversampling to 100% to start with, but I think with some experimentation, you should see perfectly acceptable GPU load and solid refresh rates.

As an example I was in iRacing yesterday and playing with the 75/90 hz and changing a number of graphics settings because it came up at 99% like you mentioned. Simply switching the refresh rate and going back into iRacing caused it to jump to 99%. Then I tweaked a graphics setting or two and had to exit out of iRacing completely and come back in to get the rate to suddenly drop. I went from 99% down to 35% and then started tweaking settings one at at time up to 62% ( that's 90Hz in race with a full fields of cars ).

But to be clear, I am getting very good solid frame rates with my GPU in a similar range to my AERO with DFR. Even in DCS where the Aero benefits the most from DFR, I can get a very solid 75fps with the Beyond with the GPU in the 80% range. Granted I could get 90fps with the Aero in a similar range, but that is the title where the Aero had the largest advantage from DFR.

I am considering rolling back my Nvidia Driver to the last one that was stable with my Aero in terms of thinking my headset was disconnected every time the Computer started up. It required that I plugin and unplug the headset every times unless I rolled back to an earlier release.

The headstrap is poor. I very highly recommend this for the strap in back. I have one side of the strap attached outside the the adjustments and one inside. I attached the right side (the floating side) to the head strap to hold it tight. This cups your head and allows you to put it at an angle to the headsets pull back and up. I find it holds position well for me such that I haven't had any issues with it moving on my in game.

AMVR Head Strap Attachment for Oculus Quest 2, Soft TPU Elite Strap Back Pad VR Accessories Compatible with Meta Quest 2​

 
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  • Deleted member 197115

Tried that mod yesterday.
And it works splendidly!
Game looks and plays gorgeous on the screen, and man, the optimization is insane, all Ultra, 1.78x DCS and it's maxing out monitor refresh rate at 120fps, not sure how Valve pulled it off with that image quality, but a it is surely a pretty sight after all badly optimized AAA titles released recently.
 
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