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Thread: Oculus Rift CV1 Discussion

  1. #531
    WMD Member TrevorAustin's Avatar
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    Quote Originally Posted by mshagg View Post
    Its being able to sustain small fps dips without judder that is the big difference thanks to ATW. On previous builds you had to run the details very low to avoid any instance of judder lioe tue plague, even if it only dipped slghtly below 75fps at one certain point on a track it all went to shit and was unplayable. So you had to set it all up to deal with the lowest common denominator.
    That is part of it, but far from all. The odd small dip you are seeing would have been constant on .6 of the rift software upwards. The whole race would have been a judderfest. So while those dips being smoothed and invisible is great the fact there are so few is down to massive optimisation improvements from sms and enormously reduced cpu load from oculus.

    Happy to share my settings, but basically all high/ultra. I'll try everything ultra tonight, but think that will be fine too.

    Can't see any restrictions other than the limitations of the resolution available to the dk2.
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  2. #532
    WMD Member Puffpirat's Avatar
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    Google beat em all

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  3. #533
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    Quote Originally Posted by Puffpirat View Post
    Google beat em all
    Lol! For most of the examples I actually agree, however auto racing is one notable exception!

    The closest I can get to racing in real life are track days, and I think I spent more money on a few sessions last year than I spent for the Rift. Safer too
    Last edited by StreetPreacher; 01-04-2016 at 17:16.
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  4. #534
    WMD Member Thomas Heineman's Avatar
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    ok, so to summarize. oculus store byers cant race online with steam owners? And vice versa I assume.

    There is a version working with oculus 1.3 software, but it takes more than days to integrate that into a steam hotfix? hmmm
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  5. #535
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    Quote Originally Posted by Thomas Heineman View Post
    ok, so to summarize. oculus store byers cant race online with steam owners? And vice versa I assume.

    There is a version working with oculus 1.3 software, but it takes more than days to integrate that into a steam hotfix? hmmm
    It would be nice if Stephen or some else with insight on the matter could comment on this. Because this is decisive for me in the issue of buying the Oculus Store version or not. I would appreciate your word on this very much.

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  6. #536
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    Hey guys. Regarding MP and the various platforms, they are indeed separate platforms and we cannot support MP matchmaking between these two platforms. It's not ideal, but that's just how this platform separation works.
    The following user likes this Post: ctd


  7. #537
    WMD Member crowtrobot's Avatar
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    Quote Originally Posted by Stephen Viljoen View Post
    Hey guys. Regarding MP and the various platforms, they are indeed separate platforms and we cannot support MP matchmaking between these two platforms. It's not ideal, but that's just how this platform separation works.
    Is that true for just P2P games, or dedicated servers as well? And if true for both, does the Home version have its own dedicated server support?
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  8. #538
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    Quote Originally Posted by Stephen Viljoen View Post
    Hey guys. Regarding MP and the various platforms, they are indeed separate platforms and we cannot support MP matchmaking between these two platforms. It's not ideal, but that's just how this platform separation works.
    Wow that's absolutely horrible. It means me and my friends are fractured? And it also means that nobody's is going to buy the oculus home version because if you buy steam + DLC you get both..
    Last edited by SgtTommo; 01-04-2016 at 18:44.
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  9. #539
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    Is AMD working now as good as nvidia at vr?

  10. #540
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    That's very bad news, I thought it was the same game.
    I am really regretting butting also the oculus home game.
    If this is the same for others games like Elite Dangerous I don't expect this oculus store to be very successful.
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