Oculus - Quest vs Rift S

Valve is not exactly known for branching storylines and multiple choice games.

I saw a great deal of attention to visuals there, but there are oversights, like bike not acting properly, or some sequences being heavily railroaded.

The problem with capture sequence is that it is railroaded.

Cannot comment on that, as I never used a device with software adjustment. However, I do not think it is even possible a software equivalent of physically moving a lens.

Also, apparently my ipd is 70. So, I guess no Rift S for me (recommended range is 61.5…65.5).

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Your review leaves me with the impression that I was smart purchasing the original Rift instead of the Vive. I intend to eventually purchase the Quest but I’m waiting for the second generation model due needing other hardware first.

One of the features of the rumored Quest 2 is an IPD slider though every indication is that it’s not a fine-grained one.

Quest has onboard IPD slider, but Rift S doesn’t.
For me things started to look right at the maximum slider value - 70 mm.

I also can’t comment on the original Rift, because I only had access to DK2 for something like 30 minutes. That one didn’t feel too great and resembled Google Cardboard VR, except with significantly better tracking.

Original Rift had reasonable quality for a first generation consumer-oriented VR HMD. Only real downsides were the cable which you had to always be somewhat aware of and the annoyances with the sensor towers that had to be placed in the exact the position that it wanted even if it wasn’t practical to do so.

Some people don’t like the “screendoor” effect of the display but I found I was able to ignore it 99.9% of the time if I were actively engaged with the content. I had zero latency problems and fortunately for me zero problems with motion sickness which allows me to use smooth movement all the time.

https://www.amazon.com/Oculus-Touch-Virtual-Reality-System-pc/dp/B073X8N1YW/

Vive that I tried back then was decent, but it really felt like looking at the world through bee protection mask.
I’m apparently sensitive enough to VR motion sickness, as there was that low poly blocky game that made me nauseous in minutes. I think it was “Compound”. And like I said, movement in Pistol Whip mad me feel I’m about to fall backward. Those might be related.

There were articles saying that adding a virtual nose reduces Motion Sickness, though. Not sure how effective that is.

Afaik the Go has a better screen and on that it bothers me significantly. If that headset had a way to just adjust the lenses to be permanently out of focus, I’d probably prefer an overall blurry image over the screendoor. I find it very immersion breaking.

I’m normally not super sensitive to motion sickness from 2D screens as long as I play myself. In VR there are many things that are unbearable to watch for me. Basically everything that moves your cameraposition for you. Doesn’t take minutes either, it’s basically instant that I feel nauseous from that kind of movement. But I noticed that over time, even though I was avoiding content with that kind of movement, I got slightly less sensitive to it. So if you’re willing to knuckle through it for a while, I would think it may be possible to get over that sensitivity. I think Anders said in the past that you can get used to it over time, and I didn’t believe that would be the case for me before I felt first improvements myself.

Some article said between 40% and 70% of people experience motion sickness in VR, so there’s definitely something off about the way it is handled. On traditional 2d screen there were maybe 3 titles total that ever made me feel nauseous. They were Minecraft, early build of Space Engineers, and … Ecco the Dolphin 2 (Not sure why). There’s probably few more I can’t remember right off the bat.

I wonder if brain adaptation to VR will affect normal vestibular system behavior in any way, by the way.

What do you mean by that?

It’s possible. Decoupling eye focus and vergence probably also has some kind of effect.

I mean, if the tech has 40…70% of people getting nausea, some piece of the necessary tech is missing.

People get nausea from the conflicting information of the visuals and the vestibular system that doesn’t feel the appropriate accelerational or gravitational forces. Afaik the tech to “trick” that part of your body simply doesn’t exit yet. Also I think the focus distance of your eyes is a part of depth perception and it confuses the brain to decouple it from the depth position of objects that you’re looking at. Tech for that is being worked on. Iirc they’re called “Varifocal displays”.

I meant there could be a way to sufficiently fool the vestibular/visual system into behaving.

Like that nose thing from the article I saw.

This tech could, of course, be currently unknown.

We develop VR games using Oculus Rift, HTC Vive, Quest and Valve Index, Index blows them out of the water. I cant recommend it enough. Though it has its draw backs like mediocre black levels.

StarVR seems to have solved the problem with their OLED panel it has full sub pixel resuktion (no screen door effect) plus all other benefits of OLED like good black levels. I Hope we will see consumer headsets with same panels soon.

No screendoor effect would be amazing. I think I’ll wait for that to hit the market before I’ll buy another vr device.

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The index does not have any either because of LCD with full sub pixel resulution. But it suffers from mediocre blacks. :smile:

Had too google some photos because I couldn’t believe it, and I can totally see vertical line patterns that make it obvious that it’s a screen, even through youtube compression. Sure, it’s better than the ones I saw it compared to, but for VR to start being immersive to me, I need to stop seeing the surface of the screen, or it’ll always feel like I’m just staring at a screen that’s way too close. I’m used to sitting in front of TFT screens at a range and pixeldensity where I don’t see the individual pixels unless I lean in. I wouldn’t want to see those screendoor patterns on a monitor either.

Through the lense you see none if you dont have 2.0 vision. I have 1.0 vision with glasses and I dont see any. Resultion and screen door effect is not the same thing. You can see invidual pixels and jagginess. Its not as big dealbraker as screen door effect. Screendoor effect is a fill ratio ( the amount of black between pixels) and sub pixel resultion problem.

We need foveated rendering before we can higher the resolution more.

I know the difference and if you need glasses I clearly have better vision than you.

I agree, although it’s still a pretty big deal to have the fidelity of everything reduced to such a jarring degree as VR displays do. Just calculate the difference in pixels per view arc between a vr display and any regular 1080p monitor…

Here’s a video that compares the index to other headsets and in the photos I can see the screendoor effect patterns clearly, even through the shitty youtube compression, so I can guarantuee you I can see those lines on the real thing too. They are no doubt a lot better than on the others, but it’s not what I’m looking for to start finding VR immersive.

https://www.youtube.com/watch?v=ZaMyW6mtApg

My wife sees 1.5 with glasses Its probably alot better than you can see, most people see around 1.0, 1.5 is really good. 2.0 is god like. SO no, its not so sure you have better vision than me

I can’t relate the scale you use to any scale I know. When I had my eyes measured many years ago it was like 120% of what is considered perfect eyesight.

If you’re hellbent on a contest, here’s a snellen chart for you. Make sure not to look at the bottom rows before doing the test!
https://upload.wikimedia.org/wikipedia/commons/archive/9/9f/20080623035856!Snellen_chart.svg
https://en.wikipedia.org/wiki/Snellen_chart

Scale it down a bit on screen, measure the height of the “E” with a ruler, multiply the value by 68.76 and measure that distance away from the screen. 44mm height of the E on screen is about 3m distance, which is what I had to use because my room isn’t bigger. I can read up to and including line 10, which is better than 20/20. Line 11 I can’t read anymore. Maybe I could if it was printed, the anti-aliasing fvcks with it a lot, it’s hard to read even sitting right at the screen.

I know exactly 1 person who can read text at a larger distance than me. Let me know if I need to add you and your wife to that list.

P.S.: do the test without glasses first, then with glasses. Though I don’t know if it can be considered a fair contest with glasses because I don’t know enough about how they affect the relevant parameters.

I’m not interested in a contest, my point was glasses doesn’t mean you have worse eye sight with correction. Which you indicate.

Anyway index is the best you can get when it comes to pixel density today, it blows all others out of the water.

Though I haven’t tested the more obscure brands like Primax

Edit: I use the snellen scale btw