lørdag den 22. oktober 2016

Playstation VR ? Anyone on the bandwagon?

Here we go!
PS VR’s specs, which are predictably lower than those of the more expensive options, and no-one thinks a PS4 is as powerful as a £1000+ PC either.
 
In short, we’ve gone into this fully expecting a lower resolution experience, and prepared to forgive Sony for that given the price point.
Unfortunately, while PlayStation VR is brilliant at times, it also seems to have a few teething problems - and they’re ones that can’t be written off quite so easily.
But let’s start with a major positive: as a thing to touch, behold and wear, the Sony PlayStation VR is really rather awesome. Unlike the HTC Vive and Oculus Rift, which are essentially black goggles with elastic straps that keep them attached to your face, PlayStation VR is very smooth and sculpted.

To put the headset on, you hold in a button at the back of the halo to stretch it out then settle it on your noggin. Next, you push in another button on the bottom-right of the goggles to move the lenses closer to your eyes. That second bit of adjustment works on notches that are a little far apart, so the lenses can feel a bit too close or too far away at first, but this is generally something you get used to.
The rubbery shroud that extends from the edges of the goggles to stop outside light spoiling your view also takes some getting used to, but overall this is a more comfortable headset than the other two. It’s less tight and more airy around the eyes, and that means you avoid what we’ve come to refer to as ‘sweaty socket syndrome’ after a long VR session. Nor will you suffer from the red pressure lines that a Rift can leave you with.

What’s more, the blue lights around the goggles and rear band, which are used for positional tracking, make the thing look like a Tron prop - and that can only be good thing.

Occulus Rift - breaks our virtual reality

Some have called it "the future of entertainment", while others have likened it to the launch of the first iPhone.

Occulus Rift went on a rollercoasteride after annoucing the prices - however, the market has now accepted qaulity comes at a price.

Question can you take benefit from it?

What are the recommended system requirements?

NVIDIA GTX 970 / AMD 290 equivalent or greater
Intel I7 equivalent or greater
8GB+ RAM
Compatible HDMI 1.3 video output
2x USB 3.0 ports
Windows 7 SP2 or newer

Why so high requirements? The reason is; the requirements are so high is that in order to render more than 400 million shaded pixels per second requires three times the standard GPU power for 1080p rendering. In a way, to break this down even further, you can imagine that running Oculus Rift games in 1080p is the equivalent of running standard games at 4K with today's GPUs.
Whats coming; is the ability for room-scale VR, made possible by stringing three Oculus Rift sensors up to one PC. The sensors will be on sale for $79 and, like the Touch Controllers themselves, will play a major role in how we see the Rift as a platform going forward.
There's very good reason to be optimistic about the future of virtual reality – however, for right now at least, everything wonderful and good about the Rift comes with a caveat.

https://www.oculus.com/

Virtual Reality VIVE HTC

So HTC strikes with their own VR head set and its killing everything out there except the Occulus Rift from Facebook.

Wanna go straight to the source?
http://www.vive.com/eu/

What are the recommended system requirements?

To use Vive, your computer must meet the following recommended minimum system requirements.
  • GPU: NVIDIA® GeForce® GTX 970, AMD Radeon™ R9 290 equivalent or better
  • CPU: Intel® Core™ i5-4590/AMD FX™ 8350 equivalent or better
  • RAM: 4 GB or more
  • Video output: HDMI 1.4, DisplayPort 1.2 or newer
  • USB port: 1x USB 2.0 or better port
  • Operating system: Windows® 7 SP1, Windows® 8.1 or later, Windows® 10
To find out if your computer is ready for VR, test your PC