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Image Sharpness in the Oculus Rift-Feature Request

PostPosted: Fri May 13, 2016 1:41 am
by FlyingKeys
First of all, let me make it clear that this is NOT a complaint. I am soooo thrilled with my Oculus Rift CV1 and Flyinside. It has made Flight Sim everything I had always hoped it would be. The sense of immersion is incredible. Since receiving my OR, I have flown exclusively with Flyinside and purchased a bunch more ORBX scenery addons. The detail found in the airport packages make the flying seem so real. Today, however, while trying to troubleshoot some install issues with my newly purchased REX Soft Clouds, I was using my monitor and FSX outside of Flyinside. I suddenly noticed how incredibly sharp the imagery was in comparison. I believe it is probably an issue with the display and porting FSX from 2D to 3D and all the other amazing things the Flyinside team was able to accomplish. I can not begin to understand how they did it.
My curiosity is if there is the possibility that the images seen in the Rift will ever be as clear as those seen in 2D on the monitor? Is it a limitation of the Rift itself (although I have seen some pretty incredible imagery in programs done with the Unreal engine)?
Again, I do not want to sound like I am complaining. I will never go back to flying outside of the rift. The trade off for the sense of immersion is absolutely worth it. I just am wondering if that is something we have to look forward to in the future.
Thank you so much for all your incredible efforts and all of the pleasure they have already brought me,

Re: Image Sharpness in the Oculus Rift-Feature Request

PostPosted: Fri May 13, 2016 3:53 am
by Tony
Good question Steve :) and welcome. The technology will catch up soon because vr is still in its infancy. One day the hmd glasses will have 4 k imagery. It's coming but it will be a while. That crispness you desire is something we all look forward too.


Re: Image Sharpness in the Oculus Rift-Feature Request

PostPosted: Sun May 15, 2016 6:50 pm
by Lace
I think this will take 5-10 years. Not only that the VR glasses need to improve, also the PC hardware has to improve, too.

Yet the first customer versions of VR glasses are on market with the first generation of VR dedicated lcd displays (the DK2 still had one stock smartphone displays inside, the CV1 and the Vive both have VR optimized displays).
The next generation of glasses will take 2-3 years to develop, that is my estimation. Because of the need to support the majority of PC hardware this next gen of VR glasses will have 50-100% more pixels per eye and much improved field of view. But for 4K we need 400% more pixels per eye compared to todays consumer VR technology. So 4K will need about two more generations of VR glasses. Same estimations for graphics card hardware.

But I will not complain, I am more than happy that all this happened within my lifetime :-) I did not even expect have this kind of immersive flightsim experience on a standard PC at my home 3 years ago, and I did not expect something like VR flight simming to happen in my wildest dreams 30 years ago when I played Flight Simulator on my Commodore C-64 and I also didnĀ“t expect this to happen 20 years ago when I played the first real usable flight simulator version on an Commodore Amiga.

Re: Image Sharpness in the Oculus Rift-Feature Request

PostPosted: Sun May 15, 2016 8:23 pm
by Sharkku
Don't forget foveated rendering. Foveated rendering will significantly decrease relative load on the graphics hardware with higher resolutions, allowing screens with higher pixel densities and total pixel amounts to be used even if you don't have the computing power to render the whole screen at full resolution. Foveated rendering is already here, the current screen resolutions are just not high enough to justify the extra cost and complexity that an eye-tracker entails. Increasing pixel densities and resolution of a screen is also simpler than increasing the corresponding computing power. Screens like that are also already in the works. My guess is that we will see much higher resolutions much sooner than you anticipate, Lace. Although, I'll give you that next generation HMD:s will probably take 2-4 years to develop. But I think they will have in the neighbourhood of 4K-8K screens per eye and eyetracking. Or maybe I'm just being too optimistic... :)

Re: Image Sharpness in the Oculus Rift-Feature Request

PostPosted: Tue May 17, 2016 8:13 am
by admin
Glad you're enjoying the software :D

I'd recommend turning up the resolution under FlyInside settings, and also turning up MSAA. This will increase clarity. The limiting factor is still the screen of the Rift though, which has an angular resolution several times lower than that of your monitor.

Re: Image Sharpness in the Oculus Rift-Feature Request

PostPosted: Fri May 20, 2016 1:53 am
by FlyingKeys
Hi. I thought I posted this but can't find it. Is there an explanation of each of the graphics parameters that are adjustable in the graphics settings of the menu. I understand resolution....I'm using the highest...but don't know the rest of them and how they effect the image/performance trade off and what they do...thanks again.

Re: Image Sharpness in the Oculus Rift-Feature Request

PostPosted: Mon May 23, 2016 11:16 am
by rj16066
I love the FlyInside with the CV1 and P3D.Very immersive. But the text in the planes are pretty much unreadable even with the CV1. I am speaking to Dino's F-35, it works in FlyInside, but the panels and switch text is really unreadable in the cockpit unless you lean in real close. I even tried it with the Aerosoft F-14, same thing, not readable. I played with the graphic settings in P3D and tinkered with the Oculus Tool set, still cannot get legible and readable gauges and switches. Can you recommend or do anything to help with it.