The specs of the Mac Pro are high enough to support a Rift. Has anyone tried to run a Rift in bootcamp?
I was worried about the two sensors needing USB 3.0 but I plugged them into the 2.0 ports on the Mac and they work great.
The specs of the Mac Pro are high enough to support a Rift. Has anyone tried to run a Rift in bootcamp?
If the steam VR test is accurate, then the cMP should be good enough for Rift.
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How does the current Mac Pro have a 1080ti in it ?
It has 2 soldered on AMD GPUs.
How does the current Mac Pro have a 1080ti in it ?
It has 2 soldered on AMD GPUs.
Why not get a vive instead, which works in both windows and osx High Sierra.....best of both worlds (if you can put up with windoze ....me not a fan)
"cMP" means "classic" or "cheesegrater" Mac Pro, not current Mac Pro.
Why not get a vive instead, which works in both windows and osx High Sierra.....best of both worlds (if you can put up with windoze ....me not a fan)
Rift room scale is second rate. "Here, mount these 3 cameras around your room and btw, please run the USB cables back to the computer with 20 feet extensions!" Vive sensors are wireless, why have it any other way? Vive also allows for larger rooms.
The Vive definitely needs the deluxe audio strap, which I believe the new Vive comes with that by default. It shouldn't even be an add-on option. This is why many say the Rift feels more comfortable....unless you actually compare a Vive with the deluxe audio strap then you'd find them remarkedly similar. In-fact, the adjustability on the deluxe audio strap is a master piece because all you have is a turn knob on the back, which makes swapping the headset around to different players is a 1 second adjustment procedure. Adjusting the rift headset takes more finnicking. The deluxe audio strap allows the Vive to literally become one with your head, which is something that was sorely lacking. Turn your head too fast, the headset kinda jiggles, no matter how tight you get it. That problem is no more. Again, you cannot experience the Vive without the deluxe audio strap. Sorry, I went off on a tangent, but I cannot stress how the Vive needs that by default.
Visual quality of both headsets are pretty equal. Both need wider FOV and better ventilation, which I believe is more important that "tetherless" VR.
The Rift was clearly designed to be used while seated as its design center. All of the add-ons and warts since inception was clearly in response to the Vive, and "add-ons" are never better than starting your design off in that way in the first place. IMO, VR is all about Room scale for maximum fidelity. Most people don't have large play spaces like I do, so I get it. But if you do, you want to stay away from the Rift. btw, you can play all Occulus Rift games with the Vive. The problem is that many of the good ones lack room scale support (first gen ones) and rarely go on sale.
That brings me to my second point: stagnation of games. The games that are in VR are truly breathtaking (Super HOT VR, say no more). I own Fallout VR, but haven't turned it on yet. I already spent 100 hours in Fallout 4 in 2D, so I really am not excited to start it again in VR other than to "check it out".
Both need wider FOV and better ventilation, which I believe is more important that "tetherless" VR.
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That brings me to my second point: stagnation of games. The games that are in VR are truly breathtaking (Super HOT VR, say no more). I own Fallout VR, but haven't turned it on yet. I already spent 100 hours in Fallout 4 in 2D, so I really am not excited to start it again in VR other than to "check it out".
I had a Rift right at launch and tried my friends Vive. I preferred the Rift as a headset but the room scale and controllers on the Vive blew it out if the water so I bought a Vive. When Touch and the 3rd sensor Rift came out for Rift I set up room scale on the Rift. Both systems now covered my 2.5m x 2.5m play area. However for the Vive always had issues with reflective surfaces which meant I had to pull all the curtains and cover my glass table which was a faff. The Rift didn't have that issue because it wasn't sweeping lasers across the room. Given the easier setup and that I preferred the headset and controllers on the Rift, I sold the Vive. Also I didn't want to gamble on Revive not getting blocked to play Oculus only games.
You are supposed to remove all objects that are in the playspace away in the room with VR, no matter which headset you get. Unless you're saying that the glass table was behind the play space and it was confusing the IR sensors. In that case, well, that sucks, but glass tables kinda suck to keep clean anyways.
My VR "studio" is in the living room, which is an open area. It would look so hideous with 3 cameras tethered by USB cables going snaking around everywhere (rift). 2.5m is about 8 x 8 feet. I consider that a small play space. Mine is about 14' x 18' with cathedral ceilings. I can jump, flail my hands, crawl, and roll around, and completely lose myself in it. That's what the Vive is just built for. As I mentioned above, I would not compare the Vive headset unless you had the deluxe audio strap installed. It's night and day and it's way more than an "accessory". Vive calling it an "audio strap" is actually horrible marketing because that's all I thought it was when I bought it. Come to find out, there were 6 other "must have" benefits of it.
Either way, if I had an office or a private area with a small 2.5m x 2.5m of playspace, then the rift would be just fine. In a larger, more public space, it's by far so much worse to setup and its limitations make themselves very apparent. Setup on the Vive was easier than I could have ever imagined. From the moment I had everything mounted (drilled) to the moment I was in the Vive "Home" was about 10 minutes.
The touch controls are pretty cool. The only downside is that the lesser weight sometimes translates to less fidelity when you are holding objects in games. Holding a sword with a Vive control just feels more "right" than holding a sword with a Vive touch controller. Plus, controllers are accessories and there's undoubtedly going to be much more innovation in that space soon.
Why not get a vive instead, which works in both windows and osx High Sierra.....best of both worlds (if you can put up with windoze ....me not a fan)