Star Citizen 5K Res Oculus Rift DK2 Quad Mode Head Tracking Virtual Desktop

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Testing 5K res gaming and desktop use on WFOV phablet display HMDs in this case the Oculus Rift DK2 ..

I am going to finish my DK2 3 month ..or 4 month review soon..soon as I stop finding new ways to torture it and or myself... honest JC..

At 1080p (per eye) in 3D .. or 2K 3D on a WFOV HMD as potentially impressive flight sims are ..supposed to be .. all that detailed chrome , text and your enemies go to shot when viewed through the screen door visible pixel aperture grille of a phablet display like DK2s .. and then through the chromatic aberration friendly lens that sits between that and your brains interpretation of all this ..

But what if we up the native res of Star Citizen to 5K ( 5120 by 1600) ..What? you say ? Find out how and why by reading on..

Points to note : the stutter is due to capture .. we can play at 5K with one R9290x quite comfortably and this is still an Alpha ..

Why?

I am using an extreme res to counter the extremely low res of a semi 1080p Note 3 panel in DK2.. and the optical issues it throws up when playing a game in the flight sim genre..

trying to recreate a true hi res 5120 1600 pixel counted ( scaled) fov vs a geometric software and optical transformation ..of a 1080p res game or lower than 1080p res game..

testing scaling possibilities for future WFOV HMDs allowing extreme resolutions to be displayed on lower native res panels .. panels ,that will always fall behind desktop resolutions .. but in this manner we can maintain parity.. and lose those screen bezels currently ruining your surround display set up...Mr Chairman

I am trying to counter/mitigate the physical characteristics of the portrait oriented panel in DK2

The trouble with FOV2GO HMDS based on phablet or phone panels is they really murder detail in flight sim games .. witness the rotating Minecraft space stations full of holes .. in Elite Dangerous.. or the chromatic ab.. etc .. etc ..or what screen door does to Rise of Flight .. as well as low pixel count perspective with planes flying off into the horizon turning into Tetris blocks..

In Star Citizens case .. the gorgeous HUD is useless , though 3D is still is stunning.. but how about instead of waiting for Chris we have a go at looking round that HUD ourselves ..check the video as I lean in to check the chrome , HUD detail, panels and the rust on the RSI logo .. or the simple act of being able to read the text .. ALL the text .. this is made possible not through in game hacking or font changes but by positional tracking and head tracking panning over a 5120 by 1600 res version of SC.. which one day soon will be 3D too !

Using an extreme res and adjusting how far the game screen appears we can begin to mitigate many Rift optical issues.. So here I use Virtual desktop to run a 5K res desktop that wraps around .. and what this is gives me is detail .. enough detail to scale a picture to the 1080p panel of the Rift at the right distance from the optical and geometric transformation , maintain detail, creating a vast FOV .. as a true FOVs based on raw pixel resolution rather than geometric software and optical lens distortion is vital in creating a convincing experience in a flight sim game like Star Citizen

What this means is 1 year from now ( or next week if I had the money ) I could scale a 15K res game of Star Citizen to a portable HMD .. for now though .. don your Rifts and check out a lowly 5K game of the Chairman's latest...

Oh and Mr Roberts sir .. please can I have my gimbaled weapons back .. it messes with my quad mode dual head tracker set up

I use head tracking to research how to augment how we game:

in SC : 1/ fly to look /aim/ track 2. look to fly 3. cockpit and instrument panel selection 4. view/FOV as well as 5. the Rifts positional tracker to lean in to detail.. or lean back to zoom out of and see the ENTIRE FOV.. and see the bad guys coming before they manage to turn through IR or Rift tracking..

But the most stunning part of being able to track targets in an augmented way has been gimped with this release .. ! Check out my older video here to see the difference http://youtu.be/MnP438aOBs4 we need the option to chose how we aim .. when SC hits multipe mode head tracking will be the norm .. not just the exception.... by then of course I will be using my mind to target those Vanduul

Dual Head tracking: Zeiss head tracking moves that blue reticle .to the pixel .. check how much I slow down the mouse acceleration .. that is how sharp Zeiss head tracking is. No optical or spacial setup issues and 0 drivers .. and 6 DOF in CryEngine .. so RSI how about implementing it ?

The second head tracker I am using is the Rifts + Positional head tracking .. with Virtual Desktop




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Tags:
Star Citizen (Video Game)
Oculus Rift (Video Game Platform)
Virtual Reality (Media Genre)
Virtual Desktop



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