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No offense, but your GTX480 is more than likely the cause of your visual issues. I hear you on mount space (I initially used bookshelves in my room like their p
by eghad 10y ago
No offense, but your GTX480 is more than likely the cause of your visual issues. I hear you on mount space (I initially used bookshelves in my room like their preview video, then wall-mounted them which isn't ideal for everyone), but your claim that Vive hasn't shipped a working, polished product is pretty disingenuous.
Beyond that, what VR doesn't need as an ecosystem isn't fanboying (which your post comes off as, have you even tried the CV1 yet with your setup?) it needs its users to condemn actions like the ones taken by Oculus that weaken it as a whole. VR software is well and good for short demos, but the current catalog is small, of poor to mediocre quality, and generally too expensive for that quality. Users are going to remain on the fence (which is actually a positive for Oculus, with the release of Touch later on it'll reach feature parity with Vive's room-scale stuff and make it an easier sell) and smart studios are going to continue to wait before wasting any money on high-end VR development on PC.
Finally, all of this has finally convinced me that if you're interested in developing or investing in VR gaming the details on the PS4K and Playstation's VR roll-out at E3 are going to indicate how VR really fairs in its early years.
- fossuser 10y agoI think it's a little unfair to call 'fanboying' - I bought both devices the rift just hasn't arrived yet. No doubt it probably is the GTX480, but their software test for VR capability is broken then. Maybe the rift will come and have similar issues, but for right now I'm only going off of the article I read where Palmer talked about how it's critical to get the first interaction right. This is something that the Vive did not (at least in my case). I'll have a new build when the 1080 is out, but for now there's not much I can do.