silentbob Comments

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  • Oculus Rift's consumer launch design revealed

  • silentbob 16/05/2015

    @Unholy_Witchcraft Same old, same old. Judging by history, it probably means I'm right. Reply 0
  • silentbob 07/05/2015

    @Triggerhappytel We lightened them up. http://www.roadtovr.com/oculus-rift-cv1-high-res-photos-suggest-a-lighter-more-comfortable-headset/ Reply +1
  • silentbob 06/05/2015

    @lowestformofwit Out of interest why the Vive? If you're looking for a seated experience, it's likely the Rift will offer a better visual experience. The HTC Vive really only comes into it's own when you employ their room-scale 'Lighthouse' tracking system - allowing you to move freely around.

    For cockpit based titles, it's likely Oculus will have the edge from launch. And E : D has very heavy and long running Rift support which is unlikely to change.
    Reply -2
  • silentbob 06/05/2015

    @HerrDirector There are multiple techniques that help here but you're right, FPS's as we know them now simply aren't a good fit for VR.

    The good news is though, so many other possibilities and new genres are out there waiting to be discovered.
    Reply 0
  • silentbob 06/05/2015

    @X-Alucard None of them were paradigm shifting. And the Mega CD and 32X were platforms for which you had to develop specifically.

    As I say, narrow viewpoints don't work here. VR changes everything. :)
    Reply -4
  • silentbob 06/05/2015

    @rossgreenlees Years of research into low latency IMUs and optical tracking, driver stack optimisation, optics, ground-breaking display technology and a vast stack of software and rendering breakthroughs - all of which make the Vive, Morpheus and Rift possible and incredible.

    These are not monitors for your faces, they'll be the most advanced consumer electronics device in the home and they will change everything - not just gaming.
    Reply -5
  • silentbob 06/05/2015

    @X-Alucard Did you read the Wiki? You don't need to be hardware to be considered a platform. Virtual Reality is a paradigm shifting technology, the Rift is a hardware platform which delivers Virtual Reality. As I say, sticking to your bizarrely blinkered views of what is and isn't a peripheral in this context is misleading and unhelpful.

    Basically saying essentially "Yeah, well the Super Scope was an add on and that failed miserably" which is the thrust of your argument is completely incorrect.
    Reply -11
  • silentbob 06/05/2015

    @INSOMANiAC I appreciate your concerns, but why would you pre-judge a company owned by another company rather than, for example, Oculus' record to date? Facebook has a good track record of leaving it's acquisitions well alone to work as they did previously. I've talked to people at Oculus on and off record, before and after the acquisition, the only difference is more money. Reply -5
  • silentbob 06/05/2015

    @X-Alucard If we really are going to do the wiki thing: http://en.wikipedia.org/wiki/Computing_platform

    Virtual Reality very much is a computing platform. And my point was that, to label the Oculus Rift as a peripheral is simply unhelpful and misleading. Therefore using an analogy based on that premise is equally unhelpful and misleading.
    Reply -8
  • silentbob 06/05/2015

    @INSOMANiAC It's made by Oculus, owned by Facebook, which now employs many, many ex-Valve staff - including the man that headed up the Steam VR project. Reply -8
  • silentbob 06/05/2015

    @X-Alucard It's not a peripheral, it's a platform. Reply -6
  • Microsoft HoloLens is a new AR headset computer

  • silentbob 22/01/2015

    @IronSoldier I think it's just plain old misunderstanding. Which is also a trend when it comes to VR and AR around here. Reply 0
  • silentbob 22/01/2015

    @blarty What on earth are you talking about?! Reply 0
  • silentbob 22/01/2015

    @Ryze It was demo'd on stage in the same presentation. Furthermore, all attending journalists got to try it after the show. So, you awake yet? Reply +2
  • Axelay saw Konami at its 90s peak

  • silentbob 18/01/2015

    "Arms installation is completed, good luck!"

    Axelay had some of my favourite music from the era - it was unlike anything I'd heard on a game console before. Plus, the game rocked, even if the SNES did struggle keeping up with onscreen events at times.

    Epic gameplay, epic production design, epic audio. Love it.
    Reply +4
  • Elite: Dangerous review

  • silentbob 22/12/2014

    @patchbox360 A 10/10 in my opinion. :) Reply 0
  • Digital Foundry: Hands-on with DriveClub

  • silentbob 06/09/2014

    Kinda disappointing that a technical article that asks questions about Project Morpheus support, doesn't go further to explain how on earth they're going to hit the required minimum 60Hz VR requires. Reply +8
  • Five talking points from the Elite: Dangerous beta

  • silentbob 06/08/2014

    @skuzzbag It absolutely is. There has been no one I've showed E : D to on a DK2 that hasn't immediately wanted both right there and then.

    It is, frankly, incredible.
    Reply 0
  • Microsoft's E3 press conference

  • silentbob 09/06/2014

    Jesus - is this it? Is this really what the next generation is about. Reply 0
  • PS4 premieres pre-loading with Destiny

  • silentbob 21/05/2014

    Looks to me like US only at present. Here's hoping that's just a glitch. Reply +1
  • Reality Crumbles: Whatever happened to VR?

  • silentbob 23/03/2014

    @Azhrarn What about the current VR hype though? :) Reply +1
  • Spec Analysis: Project Morpheus

  • silentbob 21/03/2014

    Really shows how far the mainstream press have to catch up when the supposed tech analysis of a VR Headset doesn't once mention the criticality of low persistence of vision for VR.

    I respect DF a great deal, but they need to gen up more on this cutting edge technology before launching into comparisons.
    Reply +2
  • How does Project Morpheus compare to Oculus Rift?

  • silentbob 20/03/2014

    @Guy.J. The difference is your brain will make you hurl chunks if low persistence of vision is not present. VR actually is a great opportunity to dispell all the myths you've just highlighted. People WILL notice the difference and lose their lunches in all cases. ;) Reply +1
  • silentbob 20/03/2014

    @prettyboytim This is correct. When I tried Crystal Cove at CES, they switched between Low Persistence of vision and standard full frame persistence and the drop in perceived brightness was noticable.

    However, being an OLED panel, the contrast ratio is so good image quality barely suffered.

    The one thing that irks me about the DK2 I ordered yesterday is that it uses a pentile matrix, which I've never been a fan of. We'll see what it's like come July I guess.
    Reply +2
  • silentbob 20/03/2014

    @Axepriest What you describe wouldn't work well enough for VR and is more akin to Z-Buffer based 3D rendering, it only provides pseudo 3D and for close convergence looks flat and unconvincing. True geometry based 3D rendering is an absolute must for proper 3D and a feeling of "presence" in VR.

    We're trying to find out more about this mysterious box, because there's no evidence it's anything other than a clever scaler that removed the warping from the image fed to the headset.
    Reply +1
  • No multiplayer in PS4 exclusive The Order: 1886

  • silentbob 06/02/2014

    @Esppiral Absolutely. The need for every publisher to shoehorn multiplayer into every game regardless means diluted quality for the single player campaign for all but the largest developers out there.

    I welcome this statement with open arms.
    Reply +1
  • Sony shows off 79.99 PlayStation 4 wireless headset

  • silentbob 04/02/2014

    @SaintDaveUK Indeed. And to reverse it, anyone who believes that cramming multiple drivers into a tiny space means you get true directional audio in the same way you'd receive with a real surround speaker setup is sorely mistaken. I'd take 2 x good sized, quality drivers and virtual surround any day. Reply +1
  • Valve launches SteamVR beta for Oculus Rift

  • silentbob 14/01/2014

    Also, before I forget - It's Joe Ludwig, not Pudwig. :) Reply 0
  • silentbob 14/01/2014

    @sethsez You'll find that Oculus have and are working extremely closely with Valve on both hardware and software. Don't underestimate the closeness or the tactical importance of this relationship. Reply 0
  • silentbob 14/01/2014

    Our story, nice to see it get picked up.

    This is the first in a weeks worth of emphasis Valve are giving VR. The majority of talks are based around VR and how to develop for it. We'll be seeing the launch of their VR SDK too this week.

    2014 is the year of VR.
    Reply 0
  • Is 2014 the year of virtual reality?

  • silentbob 05/01/2014

    @zzkj Indeed - complete mistype on my part. Thanks. Reply 0
  • silentbob 05/01/2014

    @SvennoJ You're comparing polarised light based displays with two entirely segregated images. Eye strain is mostly caused when your brain is having to account for the fact that neither in shutter based or rotated polarised based 3D do they completely offer up to your eyes a clean image for each eye. Passive lenses are generally easier as you don't have the shuttering but ghosting is still an issue. The Rift's 3D quality is clean and absolute as your eyes get 2 images at full brightness completely free of ghosting issues.

    RE focusing on different depths, although technically true, in reality this simply doesn't pose that much of an issue. Your brain manages to accept the focal length and deal with the fact that objects at different depths do not require focussing on. Now, eye tracking linked to dynamically focussing images are definitely better and probably the future, but I can assure you after spending hours at a time in my Rift that the biggest issues are by far display resolution and the lack of lateral / positional head tracking, both of these should be solved (and I hope to see an example of this on Thursday) very soon.

    However, your point on games having to be developed for VR for it to work optimally is entirely correct, but for different reasons. Games that are developed today are tuned towards flat, 2D displays with a low FOV. One of the biggest tricks console developers pull to yield more performance and reduce motion sickness (which can still be triggered by 2D flat displays, even small ones) is to opt for an extremely low and unnatural FOV. As you render less of the view, you do less and gain performance. With the Oculus Rift with a horizontal FOV of 90 degrees, this is suddenly off the table. Not only do you have to render this extra information for your brain to accept the view you also have to ensure it's rendered naturally and glitch free.

    In addition, developers currently rarely opt for a realistic world scale. Games which are converted to run on the Rift often suffer from huge doorways or the player feeling unrealistically small in the environment.

    Trust me, eye strain caused by stereoscopy is way down the list when it comes to issues that we have to solve before VR works for gaming. I should also point out that after trying for years to like shutter based 3D I gave up - it sucks mostly and simply isn't good enough even at high refresh rates. This hopefully should tell you how highly I regard the 3D on offer with the Rift. 3D is dead, long live VR! :)
    Reply +2
  • silentbob 04/01/2014

    @coply23 It's generally the same with any new technology I've been interested in. People find it difficult to see beyond the end of their nose. It was the same for widescreen 16:9 displays, the same for HD and Blu-Ray and it's the same for Virtual Reality. Reply +3
  • silentbob 04/01/2014

    I'd dearly love to know how people are defining 'mainstream'. I say this because there's no reason why this needs to be accepted immediately by the Majority of COD exclusive Luddites for it to a) be significant and b) be a success commercially.

    People seem to believe that the only way a new gaming ... anything can be judged a success is if it appears on all gaming platforms. The PC gaming market is in resurgence and will only continue to do so with the advent of Steam boxes this year. The OR doesn't have to be bought by every console owner to thrive, in fact I'd rather it wasn't.

    RE social - I've no idea why it's assumed that playing games on the Rift can't be as social as playing games via Xbox live, PSN etc. as this is how the vast majority of so called social games are played now anyway. In fact, having experienced so early teleconferencing software with Rift support, I can tell you that the feeling of being in the vicinity of others whilst in VR is far more powerful than anything else I've experienced.
    Reply -1
  • silentbob 04/01/2014

    I'm not sure why you think TrackIR on it's own is comparable to the Rift. A track IR solution in conjunction with the Rift is what we're likely to see at CES in a few days. Reply -2
  • silentbob 04/01/2014

    @SvennoJ Trust me, the Rift is the most effective, comfortable and compelling demonstration of 3D I've ever experienced - even at the DK1's current Rez. Eyes focused at infinity is extremely comfortable even after long periods.

    Further, it's likely that the consumer model will include front mounted stereo cameras for AR and 'see thru' functionality. There are already demonstrations of this in action on user modded Rifts.
    Reply +1
  • silentbob 04/01/2014

    @jackshepard The Rift is a pure VR headset and will perform and evolve as such. It's FOV is the biggest win over CastAR currently and we're likely to see Oculus exceeding their tracking system with their CES announcements.

    I'll be trying the CastAR in a few days, stay tuned to roadtovr.com for updates.
    Reply 0
  • silentbob 04/01/2014

    @ATARI I was specifically talking about the Rift. The Sony rumours as I mentioned persist, and Sony have form with the HMZ series.

    I hope to hear more when I attend Kaz Hirai's keynote in a few days. Regardless, it'll be the poor relation in terms of performance, the Rift will benefit from an evolving he platform pushing framerates to 4k 120hz which is where it needs to be.
    Reply +1
  • silentbob 04/01/2014

    @Dismiss Yup, the advent of Next Gen consoles mean that the baseline for in-game visuals is pushed higher. This is a benefit apart from VR but important.

    And yes, the Oculus Rift will support all platforms capable of doing so at acceptable levels. So that'll be PC then. ;)
    Reply 0
  • silentbob 04/01/2014

    @Jmog These are valid points. Except for the fact that mid-range PCs can already render at 1440p comfortably for games at medium detail and frankly by the time the consumer edition arrives, we'll have Steam Boxes shipped with specs capable of 4k and beyond.

    I've tried the 1080p Prototypes and it's a huge jump, but you're right it's not enough. Oculus VR know this and have stated as such since the beginning.

    What Palmer Luckey has gone on record as saying however is that he does see the requirements of VR (at least for the Rift) as beyond the capabilities of the so-called 'Next gen' consoles. This why the Rift remains a PC specific platform for now.
    Reply +2
  • silentbob 04/01/2014

    @Gotenks Google Sixense STEM, Razer Hydra, Tactical Haptics for just the tip of an IceBerg you haven't seen yet. :) Reply 0
  • silentbob 04/01/2014

    @WikiWikiWasp To add to this, the following game engines already fully support the Oculus Rift or will be imminently:

    - Unity
    - UDK
    - Unreal Engine 4
    - CryEngine
    - Valve's, Source Engine (and it's imminent update)

    Valve in particular are key to the adoption of VR. Their Steam OS is being pushed at next week's Steam Developer Days conference as the Platform for Virtual Reality in the coming months. Steam now has a Virtual Reality category and Valve's Half Life 2 series plus Team Fortress 2 have incredible, native support for the Rift.

    What I'm saying here is, Half Life 3 will have native virtual reality support. You don't get much more AAA than that. :)
    Reply +4
  • silentbob 04/01/2014

    @atarianer The rumours persist and we uncovered a patent last year that indicates Sony are certainly seriously looking at this.

    Kaz Hirai is making one of the first Keynotes at CES this year, and there's a chance something might be announced here. I'll be in the audience listening. Follow us on twitter (@RtoVR) for the latest updates on this.
    Reply -1
  • silentbob 04/01/2014

    @sir_tripod CastAR isn't close to being a Holodeck. It's great but your projected image only works where you have sheets of retro-reflective material in place. So, unless you're willing to kit out all the walls, ceiling and floor with it, it's hardly a Star Trek beater. :)

    We'll be meeting with Rick and Jeri from CastAR to give it a try at CES this week. Keep up to date with us over at: www.RoadToVr.com
    Reply 0
  • silentbob 04/01/2014

    @pantherjag To get this straight, you're saying you will ignore the next gaming revolution because you can't stuff your face whilst using it? Deary me.

    As for your other points - you realise this only covers your eyes right? :)
    Reply +5
  • silentbob 04/01/2014

    This is the first article Eurogamer has written about the Oculus Rift and VR in general where I've felt they've looked beyond the end of their NextGen console noses and taken note of the paradigm shift that's been occurring in gaming over the last 18 months. Really glad Dan went out and grabbed a Rift for himself as you need to live with it for a little while to get beyond the initial "Holy shit ZOMG!" - moments and understand why this is revolutionary step for games and gamers.

    I'm in Las Vegas for CES 2014 right now and we'll be meeting with Oculus VR during the week to witness what we think will be their next generation prototype headset with positional tracking and (perhaps) and even higher resolution display than last year's 1080p Prototype.

    Keep up with our CES VR Adventures over at www.RoadToVR.com and follow us on twitter: here - 2014 IS the year of Virtual Reality, no question mark required. :)
    Reply 0
  • Tech Analysis: Next-generation game broadcasting

  • silentbob 09/12/2013

    @graysonavich Surely it's referring to those wanting to stream console footage live, at least that was the context. Reply 0
  • Next-Gen Face-Off: Need for Speed: Rivals

  • silentbob 06/12/2013

    @globalisateur RE FPS - You have absolutely no idea what you're talking about and join the legion of others over the years that have made the same assumptions based on Wiki knowledge. Reply 0
  • Valve set to demo its own Virtual Reality hardware

  • silentbob 21/11/2013

    Blatantly nicked from our story - but you know, flattering. ;)

    We went into more depth:

    http://www.roadtovr.com/vr-headset-valve-virtual-reality-steam/
    Reply 0
  • What the hell is that?

  • silentbob 16/11/2013

    Can I direct you to the Oculus Rift sir? Where every game is a 'What the hell is that?!' .. game. Reply +11