HTC Vive

HTC Vive

DR53SAM Oct 15, 2016 @ 4:03am
Vive really disappointed me :(
I'm all set to buy a Vive after trying it a month ago and being blown away by roomscale. Building a new PC for it (6700k, 1070) clearing the room for it etc.

So I went to store to buy one but wanted to try it first after trying a Rift directly beforehand.

Rift had godrays but beautiful polished sharp crisp graphics with sharpness going throughout the FOV right to the edges moving my eyeballs around.

VIve has no godrays, is more comfortable (for me), is incredible with the handcontrollers (but Touch will be cancelling this advantage out so it's irrelevant)

BUT

1) jobsim and space pirate trainer (the only games they could show me) were REALLY BAD in terms of graphics, having been spoilt by the lovely sharp crisp polished graphics on the Rift demos
2) central sweetspot but eyeballing around and edges were blurry

so

is there a problem with vive hardware good graphics on Vive? Can it do what Rift can do?
Does vive bother making games with polished graphics or is it more interested in blocky basic roomscale?
Is there a problem with Vive edge blurring?

Caveats: I tried the Rift on a Titan X but the Vive on a 970
I didn't know about the distance setting on the Vive, only the IPD
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Showing 1-15 of 81 comments
Washell Oct 15, 2016 @ 4:25am 
Godrays are game specific, the headset doesn't matter.

Edit: Turns out I was confusing rendered god rays like these[www.nexusmods.com] with an artifact caused by the lenses in a VR headset. You learn something new every day. :)
Last edited by Washell; Oct 15, 2016 @ 9:05am
Naota Oct 15, 2016 @ 5:28am 
VR is going to be just as popular as 3-D was.
rusty_dragon Oct 15, 2016 @ 5:55am 
Godrays are much less than on the rift.

You should set your IPD correctly and center Vive on your face, so your eyes centered in the lens.

This way Vive is much better than Rift.

Here is the good guide to make bigger FOV.
https://www.reddit.com/r/Vive/comments/4gnega/massive_vive_comfort_and_fov_increase/

Depends on your face form, thou.

The main thig is - placing Vive on your face correctly is as important as setting right IPD or even more.
shponglefan Oct 15, 2016 @ 6:38am 
Originally posted by DR53SAM:
1) jobsim and space pirate trainer (the only games they could show me) were REALLY BAD in terms of graphics, having been spoilt by the lovely sharp crisp polished graphics on the Rift demos

Job Sim has generally simple graphics (everything is bright and cartoony). SPT is capable of crisp graphics in my experience. Super-sampling helps with that a lot.

2) central sweetspot but eyeballing around and edges were blurry

Clarity in the Vive is largely dependent on fit. In my experience, it's possible to get a crisp view once adjusted properly for your face. However, if it's even a half inch off (up or down) it can result in blurriness.

Some people also have modded their Vives to use thinner facemasks so their eyes are closer to the lenses. This has reportedly resulted in increased clarify and FOV.

is there a problem with vive hardware good graphics on Vive? Can it do what Rift can do?

Graphics are a factor of computer processing power, not headset. Super-sampling in particular can yield some crisp graphics with the Vive, but you need a decent GPU to take advantage of it (i.e. 980Ti and up for best results).
Last edited by shponglefan; Oct 15, 2016 @ 7:05am
shponglefan Oct 15, 2016 @ 7:06am 
Originally posted by PuppyFiddler:
Some rubbish replies.

One telling you godrays are game specific..lol

To a certain extent, this is true. If a game uses high contrast scenes, then godrays will be evident. If it doesn't, then they won't.
Last edited by shponglefan; Oct 15, 2016 @ 12:09pm
shponglefan Oct 15, 2016 @ 7:25am 
Originally posted by PuppyFiddler:
Cut the crap. There are godrays in every single game. The lenses don't change.

You're doing the contrarian thing again.

High contrast imagery is what makes godray apparent. If a game doesn't depict those, then godrays won't be evident.
rusty_dragon Oct 15, 2016 @ 7:36am 
Originally posted by PuppyFiddler:
Some rubbish replies.

One telling you godrays are game specific..lol
One telling you godrays are less on rift...lol
One saying center your IPD even though you mentioned you knew this ffs.

Godrays are well known for being a big issue on the RIft and less on the Vive. The Rift is known for being noticably sharper at the cost of godrays from their decision to cut the fresnel lenses to get sharper images.
The only way to reduce the blur on the Vive is to jam the lenses right up against your eyeballs which is impractical so basically yes the Vive has a significant issue with bluring around the edges for the vast majority of users who aren't insane fanboys who would cut their nose off just to get the most out of the Vive and pretend it's "perfect".
Choose your words, please. We are giving suggestions how to use HMD correctly. You just whining for no reason.
rusty_dragon Oct 15, 2016 @ 7:59am 
Originally posted by PuppyFiddler:
Originally posted by shponglefan:

You're doing the contrarian thing again.

High contrast imagery is what makes godray apparent. If a game doesn't depict those, then godrays won't be evident.
Nothing contrary about stating a bloody fact - mr.shill. You have a nasty little habit of glossing over things to do your best to paint the rosiest picture possbile when it comes to the vive.
There isn't a single game where godrays don't present themselves on the Vive. Fact. End of story. The fresnel lens' rings are evident pretty much all of the time unless you're playing in a game that's completely dark - which doesn't exist.
You imagine thing that noone said. Show me, where I said that god rays doesn't exist?

Godrays isn't that prominent or bad on the Vive. The only way you can be obsessed with them is being psychically unstable, when minor/unexistent things making you crazy. Judging by your posts it can be the case.
rusty_dragon Oct 15, 2016 @ 8:02am 
I re-read OP's post. Yes, indeed 970 could be the problem. Because it's minimum specs for VR.

Also some VR games are far from ideal in terms of fidelity. They just render with res lower than native and there is a thing called Adaptive Rendering. It blurs edges of the image to save performance.

You can see it working if you run SteamVR performance test on weak hardware.
shponglefan Oct 15, 2016 @ 8:40am 
Originally posted by PuppyFiddler:
There isn't a single game where godrays don't present themselves on the Vive. Fact. End of story.

And naturally you know this because you've played every single Vive game in existence.

Oh wait, you haven't.

The fresnel lens' rings are evident pretty much all of the time unless you're playing in a game that's completely dark - which doesn't exist.

Uh, no. It's a factor of contrast. A well-lit, lower contrast scene and you shouldn't notice the fresnel lens rings.
Last edited by shponglefan; Oct 15, 2016 @ 8:43am
Washell Oct 15, 2016 @ 9:06am 
Originally posted by PuppyFiddler:
Some rubbish replies.

One telling you godrays are game specific..lol
I stand corrected and added an edit to my post.

Stupid... mutter... mutter calling two different things... mutter... mutter... mutter... the same... mutter. ;)
Last edited by Washell; Oct 15, 2016 @ 9:07am
shponglefan Oct 15, 2016 @ 9:29am 
Originally posted by PuppyFiddler:
Come off it. Just stop with the shilling and damage control; you're just looking like someone who's job it is to try and pull the wool over people's eyes. The only way light won't be reflecting off the fresnel lenses in a game is if there's NO lights. You're just going to be digging a very deep hole for yourself if you continue to say otherwise.

It's a factor of contrast, not just lighting. Yes, you do need lighting for the reflections to be generated. However, you also need a degree of contrast before they become apparent. This is why they tend to be most noticeable with things like title screens (i.e. white text on black backgrounds), space scenes, night scenes, etc.

But if the image is relatively evenly lit across the board, they aren't evident. Take QuiVR, for example. The game's environment is relatively low-contrast and evenly lit (it's a wintery landscape). Thus even if I look for them, I can't perceive any fresnel ridges/god-rays. They just aren't there.

I mean, sure I notice it when the QuiVR logo pops initially, but that's for about a split second when the game loads. But at that point, you're splitting hairs.
Last edited by shponglefan; Oct 15, 2016 @ 9:30am
rusty_dragon Oct 15, 2016 @ 11:34am 
Originally posted by PuppyFiddler:
Splitter hairs or pulling wool you're just digging the hole deeper. Of course you need a "degree of contrast", what game doesn't have a degree of contrast for christ sake. "sure I notice it when the QuiVR logo appears initially"....yeah just logos is it? GTFO.
Ridiculous attempt at damage control. Your shilling is so blatant at this stage how anyone can't see it is beyond me.

Over 5 months I never encountered a single game that didn't have the experience degraded by the Vive's lens flaring.
You full of hate and imagine things that don't exist.
shponglefan Oct 15, 2016 @ 11:40am 
Originally posted by PuppyFiddler:
Splitter hairs or pulling wool you're just digging the hole deeper. Of course you need a "degree of contrast", what game doesn't have a degree of contrast for christ sake.

It depends on the visual style/design of the game.

ZenBlade is another example. Lens flaring is mostly non-existent in that game. The exception is when looking up at the brightly lit windows contrasted with the dark wood paneling. At which point it becomes visible in the areas of the dark panels.

But facing the normal direction in the game during actual gameplay, any lens flaring is effectively invisible.

"sure I notice it when the QuiVR logo appears initially"....yeah just logos is it? GTFO.

Not what I said. Please pay attention.

What I said was using QuiVR as an example, the only time I've noticed lens flaring is when the initial logo appears (bright logo on a black background). In the main game which is very evenly lit and low contrast, there is no lens flaring.

If you don't believe me, give it a go yourself. There is a free demo.

Ridiculous attempt at damage control. Your shilling is so blatant at this stage how anyone can't see it is beyond me.

You have an inability to see beyond your own experience/biases. Thus when confronted with alternative views rather than accepting those views as legitimate, you reach for the excuses.

In your mind, I'm always going to be a shill/fanboy/whatever because I don't share the same irrational-frothing-at-the-mouth hatred for the Vive you do.

Over 5 months I never encountered a single game that didn't have the experience degraded by the Vive's lens flaring.

Which games?

I'm not denying that lens flaring isn't visible. Only that it is dependent on the visuals in-game, and most predominant in high-contrast scenes. Conversely I've seen lots of instances in-game where it's not visible due to low contrast scene.

The aforementioned QuiVR being a perfect example. But try it for yourself if you don't believe me.
Last edited by shponglefan; Oct 15, 2016 @ 11:42am
shponglefan Oct 15, 2016 @ 12:06pm 
Originally posted by PuppyFiddler:
If it's not direct lies then it's persistent down-playing of something to the point of attempting to neutralising it which is what you're currently attempting to do.

Vise-versa, most of what you have complained about are non-issues for others. And your inability to see beyond your experience results in you blatantly attacking people for some reason and calling them names when their experience doesn't line up with your own.

I know you don't understand it, but you're generally the exception to people's experiences with the Vive, not the norm.

To even suggest it's just the title screen on one game is utter BS.

I was giving an example of a game where lens flaring is non-apparent during the gameplay in that game. Not sure why you keep harping on about the bit about the title screen. Again, just give it a try for yourself if you really don't believe me.

There's a free demo:

http://store.steampowered.com/app/489380/
Last edited by shponglefan; Oct 15, 2016 @ 12:08pm
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Date Posted: Oct 15, 2016 @ 4:03am
Posts: 81