That 360 launch title is extremely misleading because it was literally just a port of an original Xbox title. Something like PD0 or Kameo is a better comparison.
nationalists are gullible, easily manipulated morons basically
this is true
the question is who is pulling the strings: the central executive or senior members of nationalist organizations/media groups
i.e., if Putin really wanted to push Dugin aside, is he in a position to do so atm without suffering crippling loss of political capital
maybe not
no one ever said drawing on nationalist support was completely without drawbacks
they're just the easiest group to easily please and gain immediate and vocal support from
so if Dugin once again goes around calling Putin a wimp, like he did for 'losing' Ukraine before the Russian army moved in by surprise, what do you think will happen?
no idea, it's impossible to predict
the only way to know the winner of that fight would be to see it happen
0
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syndalisGetting ClassyOn the WallRegistered User, Loves Apple Productsregular
That 360 launch title is extremely misleading because it was literally just a port of an original Xbox title. Something like PD0 or Kameo is a better comparison.
doesn't really do the 360 launch any favors either, and in no way does it stack up to Gears of War's last entries, Halo 4, Call of Duty: ghosts, Grand Theft Auto, The Last of Us, etc. etc.
Sometime in late 2014 early 2015 DX12 hits the xbox one, and one of the promised effects of this is squeezing some significant performance boosts out of the hardware. Developers with early access talked about it at the recent trade show, and said that in many ways it is like a new launch for the hardware regarding what they can do with it.
Same stuff happened as sony refined their PS3 dev kits... these consoles have nowhere to go but up, and developers will get creative with them over the years to come.
A lot of the extra pretty graphics came at the cost of other stuff like frame rate. I've heard GTAV is pretty bad when it comes to frame rate.
0
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Dark Raven XLaugh hard, run fast,be kindRegistered Userregular
Actually, you typically see a second year rut of worse-than-the-first year games on new consoles. Like a lot of effort goes into making those launch titles technically spectacular, and then it goes away for a while until later in the console's life.
do i just need to buy it once and it will work for any browser/os?
how safe should i feel giving all my worldly data to this one company
what are your recovery options, should whatever happen
1password is a really stable, really reliable platform I have been using for longer than I have lived in new york. Never had any issues with it whatsoever.
You will need to buy it once per platform. So if you have iOS, you need to buy the iOS version. Mac, the mac version, windows, the windows version, etc. etc. But you can install multiple times per platform if you own, for instance, and iPad and an iPhone.
There are plugins for all the major browsers.
The only "whatevers" that could happen is:
1) You lose your password file due to not keeping a backup, or using a distributed file sharing system like dropbox / iCloud.
2) You forget your 1password password.
If either of those happen, you are obv fucked. But since you are tasked with only having to remember one password ever again, forgetting it is unlikely... and the first option only happens if you are exceptionally reckless / careless.
The company doesn't get ANY of your data! It is stored locally in a highly encrypted file that is only breachable with your one password. This is a major step up from last pass, as they hold a centralized repository database with everyone's stuff in it.
HTH
SW-4158-3990-6116
Let's play Mario Kart or something...
0
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surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
however console vr is going to be peasant tier, as either the fidelity or the fps is going to take a hard kick to the balls to fit onto that hardware
valve have been pitching figures of 90-95 fps per eye for immersion without some types of motion artefacting, and carmack agrees
in one sense it is perhaps understandable theyd push the top end as being essential given they are pc-centric, but it is significant that in 5 years or so it will be night on impossible to have the equivalent vr experience on a console. i will be very interested to see what people do with this beyond the obvious first person stuff, because i suspect a lot of what will get put onto the ps4/xbone will be ps3/360 games running at high fps and 1080p for vr. i would love to play bayoneta as a disembodied floating hed
eeehhhhh.
Going by Tycho's post on the front page, a 720p 3dHALF-SBS feed on the original devkit was enough to convince him he was underwater. I think there are lots of people out there who SAY you need the best and shiniest for reasons not connected to getting the job done.
five years from now everything on the PC will obviously blow away everything on consoles, including how nice a VR game can look. And we will be waltzing into a new console generation around then.
But as has been said countless times, you cannot make the mistake of looking at what the PS4 and XBO are capable of now, and extrapolate that to what it can do end of generation.
[/img]
you can when you are dealing with issues of expecting 400% increased fps, even with current visual quality, and pushing that higher quality at a res neither of the two systems is entirely happy pushing (1080p) even at 30 with decent quality
not going to happen, especially when combined with the fact that consoles have traditionally narrowed fov to 60
the valve white paper has a good discussion on the effects of fps when you have a low persistence display:
however console vr is going to be peasant tier, as either the fidelity or the fps is going to take a hard kick to the balls to fit onto that hardware
valve have been pitching figures of 90-95 fps per eye for immersion without some types of motion artefacting, and carmack agrees
in one sense it is perhaps understandable theyd push the top end as being essential given they are pc-centric, but it is significant that in 5 years or so it will be night on impossible to have the equivalent vr experience on a console. i will be very interested to see what people do with this beyond the obvious first person stuff, because i suspect a lot of what will get put onto the ps4/xbone will be ps3/360 games running at high fps and 1080p for vr. i would love to play bayoneta as a disembodied floating hed
eeehhhhh.
Going by Tycho's post on the front page, a 720p 3dHALF-SBS feed on the original devkit was enough to convince him he was underwater. I think there are lots of people out there who SAY you need the best and shiniest for reasons not connected to getting the job done.
five years from now everything on the PC will obviously blow away everything on consoles, including how nice a VR game can look. And we will be waltzing into a new console generation around then.
But as has been said countless times, you cannot make the mistake of looking at what the PS4 and XBO are capable of now, and extrapolate that to what it can do end of generation.
[/img]
you can when you are dealing with issues of expecting 400% increased fps, even with current visual quality, and pushing that higher quality at a res neither of the two systems is entirely happy pushing (1080p) even at 30 with decent quality
not going to happen, especially when combined with the fact that consoles have traditionally narrowed fov to 60
the valve white paper has a good discussion on the effects of fps:
What I am saying is that the half-720p shitty dev boxes people have been playing with, that have NOT been pushing 90fps consistently, have been considered the future by almost everyone who has played with one.
Valve also built a multi-million dollar VR test chamber to show off a future nobody could possibly own at home.
I'm gonna wait for commercial product releases and real demos before I buy into the "only SLI'd titans have a chance of delivering this experience" when much lesser machines with shittier headsets have been making people very happy for a year now.
SW-4158-3990-6116
Let's play Mario Kart or something...
The really interesting thing coming out of the Oculus is all the subtle effects which seem to crop up with VR displays. Some people have gotten really bad motion sickness, and then found a slightly widened FOV cures it entirely.
do i just need to buy it once and it will work for any browser/os?
how safe should i feel giving all my worldly data to this one company
what are your recovery options, should whatever happen
1password is a really stable, really reliable platform I have been using for longer than I have lived in new york. Never had any issues with it whatsoever.
You will need to buy it once per platform. So if you have iOS, you need to buy the iOS version. Mac, the mac version, windows, the windows version, etc. etc. But you can install multiple times per platform if you own, for instance, and iPad and an iPhone.
There are plugins for all the major browsers.
The only "whatevers" that could happen is:
1) You lose your password file due to not keeping a backup, or using a distributed file sharing system like dropbox / iCloud.
2) You forget your 1password password.
If either of those happen, you are obv fucked. But since you are tasked with only having to remember one password ever again, forgetting it is unlikely... and the first option only happens if you are exceptionally reckless / careless.
The company doesn't get ANY of your data! It is stored locally in a highly encrypted file that is only breachable with your one password. This is a major step up from last pass, as they hold a centralized repository database with everyone's stuff in it.
HTH
yes it's awesome
and the deal they are having now they have the mac and windows bundle combo so you'd have both
it's worth it i've been using it for the last 4 yrs
however console vr is going to be peasant tier, as either the fidelity or the fps is going to take a hard kick to the balls to fit onto that hardware
valve have been pitching figures of 90-95 fps per eye for immersion without some types of motion artefacting, and carmack agrees
in one sense it is perhaps understandable theyd push the top end as being essential given they are pc-centric, but it is significant that in 5 years or so it will be night on impossible to have the equivalent vr experience on a console. i will be very interested to see what people do with this beyond the obvious first person stuff, because i suspect a lot of what will get put onto the ps4/xbone will be ps3/360 games running at high fps and 1080p for vr. i would love to play bayoneta as a disembodied floating hed
eeehhhhh.
Going by Tycho's post on the front page, a 720p 3dHALF-SBS feed on the original devkit was enough to convince him he was underwater. I think there are lots of people out there who SAY you need the best and shiniest for reasons not connected to getting the job done.
five years from now everything on the PC will obviously blow away everything on consoles, including how nice a VR game can look. And we will be waltzing into a new console generation around then.
But as has been said countless times, you cannot make the mistake of looking at what the PS4 and XBO are capable of now, and extrapolate that to what it can do end of generation.
[/img]
you can when you are dealing with issues of expecting 400% increased fps, even with current visual quality, and pushing that higher quality at a res neither of the two systems is entirely happy pushing (1080p) even at 30 with decent quality
not going to happen, especially when combined with the fact that consoles have traditionally narrowed fov to 60
the valve white paper has a good discussion on the effects of fps:
What I am saying is that the half-720p shitty dev boxes people have been playing with, that have NOT been pushing 90fps consistently, have been considered the future by almost everyone who has played with one.
Valve also built a multi-million dollar VR test chamber to show off a future nobody could possibly own at home.
I'm gonna wait for commercial product releases and real demos before I buy into the "only SLI'd titans have a chance of delivering this experience" when much lesser machines with shittier headsets have been making people very happy for a year now.
compare results of dk1 to dk2
people were happy with dk1 because it was their first experience, but there were huge problems with it, especially when considering what % of the audience couldnt use it happily due to various forms of screen-induced motion sickness. consider complaints of screen-dooring. the difference is night and day, and when you are counting pixels per arc of visual field shit gets gnarly unless you push the numbers up. it is certainly true that valve are pushing the higher fidelity version partly because they are the most pc centric vendor, but everything i have seen indicates that this is a case of huge and actual fidelity gains, unlike the pushing of 2x versus 8x aa etc.
0
Options
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
The really interesting thing coming out of the Oculus is all the subtle effects which seem to crop up with VR displays. Some people have gotten really bad motion sickness, and then found a slightly widened FOV cures it entirely.
the low persistence/flickering one was pretty interesting to me too
however console vr is going to be peasant tier, as either the fidelity or the fps is going to take a hard kick to the balls to fit onto that hardware
valve have been pitching figures of 90-95 fps per eye for immersion without some types of motion artefacting, and carmack agrees
in one sense it is perhaps understandable theyd push the top end as being essential given they are pc-centric, but it is significant that in 5 years or so it will be night on impossible to have the equivalent vr experience on a console. i will be very interested to see what people do with this beyond the obvious first person stuff, because i suspect a lot of what will get put onto the ps4/xbone will be ps3/360 games running at high fps and 1080p for vr. i would love to play bayoneta as a disembodied floating hed
eeehhhhh.
Going by Tycho's post on the front page, a 720p 3dHALF-SBS feed on the original devkit was enough to convince him he was underwater. I think there are lots of people out there who SAY you need the best and shiniest for reasons not connected to getting the job done.
five years from now everything on the PC will obviously blow away everything on consoles, including how nice a VR game can look. And we will be waltzing into a new console generation around then.
But as has been said countless times, you cannot make the mistake of looking at what the PS4 and XBO are capable of now, and extrapolate that to what it can do end of generation.
[/img]
you can when you are dealing with issues of expecting 400% increased fps, even with current visual quality, and pushing that higher quality at a res neither of the two systems is entirely happy pushing (1080p) even at 30 with decent quality
not going to happen, especially when combined with the fact that consoles have traditionally narrowed fov to 60
the valve white paper has a good discussion on the effects of fps:
What I am saying is that the half-720p shitty dev boxes people have been playing with, that have NOT been pushing 90fps consistently, have been considered the future by almost everyone who has played with one.
Valve also built a multi-million dollar VR test chamber to show off a future nobody could possibly own at home.
I'm gonna wait for commercial product releases and real demos before I buy into the "only SLI'd titans have a chance of delivering this experience" when much lesser machines with shittier headsets have been making people very happy for a year now.
compare results of dk1 to dk2
people were happy with dk1 because it was their first experience, but there were huge problems with it, especially when considering what % of the audience couldnt use it happily due to various forms of screen-induced motion sickness. consider complaints of screen-dooring. the difference is night and day, and when you are counting pixels per arc of visual field shit gets gnarly unless you push the numbers up. it is certainly true that valve are pushing the higher fidelity version partly because they are the most pc centric vendor, but everything i have seen indicates that this is a case of huge and actual fidelity gains, unlike the pushing of 2x versus 8x aa etc.
I am honestly thinking 720p upscaled to 1080p via hardware scaler into a low persistence display is going to be good enough to get the job done (note that these devices are not rendering two 720p or 1080p screens, but rather 1 720p/1080p screen that is running in 3DHalf-SBS format, with lots of empty space which is a huge boon to the pixel shaders), such that while PC owners will get the better overall experience, console users will get a very similar one for a fraction of the overall cost or setup frustration.
Unless the morpheus costs 1000 bucks and only 3 games come out for it.
SW-4158-3990-6116
Let's play Mario Kart or something...
this software will last you for 4+ years, if you have the discipline to use it.
And you will use it every single day for those four years.
And should one site get hacked, you aren't systematically destroyed because you used to same weak password on your email account or social network or something that lets them social engineer-hack everything else.
It's pretty great.
SW-4158-3990-6116
Let's play Mario Kart or something...
0
Options
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
however console vr is going to be peasant tier, as either the fidelity or the fps is going to take a hard kick to the balls to fit onto that hardware
valve have been pitching figures of 90-95 fps per eye for immersion without some types of motion artefacting, and carmack agrees
in one sense it is perhaps understandable theyd push the top end as being essential given they are pc-centric, but it is significant that in 5 years or so it will be night on impossible to have the equivalent vr experience on a console. i will be very interested to see what people do with this beyond the obvious first person stuff, because i suspect a lot of what will get put onto the ps4/xbone will be ps3/360 games running at high fps and 1080p for vr. i would love to play bayoneta as a disembodied floating hed
eeehhhhh.
Going by Tycho's post on the front page, a 720p 3dHALF-SBS feed on the original devkit was enough to convince him he was underwater. I think there are lots of people out there who SAY you need the best and shiniest for reasons not connected to getting the job done.
five years from now everything on the PC will obviously blow away everything on consoles, including how nice a VR game can look. And we will be waltzing into a new console generation around then.
But as has been said countless times, you cannot make the mistake of looking at what the PS4 and XBO are capable of now, and extrapolate that to what it can do end of generation.
[/img]
you can when you are dealing with issues of expecting 400% increased fps, even with current visual quality, and pushing that higher quality at a res neither of the two systems is entirely happy pushing (1080p) even at 30 with decent quality
not going to happen, especially when combined with the fact that consoles have traditionally narrowed fov to 60
the valve white paper has a good discussion on the effects of fps:
What I am saying is that the half-720p shitty dev boxes people have been playing with, that have NOT been pushing 90fps consistently, have been considered the future by almost everyone who has played with one.
Valve also built a multi-million dollar VR test chamber to show off a future nobody could possibly own at home.
I'm gonna wait for commercial product releases and real demos before I buy into the "only SLI'd titans have a chance of delivering this experience" when much lesser machines with shittier headsets have been making people very happy for a year now.
compare results of dk1 to dk2
people were happy with dk1 because it was their first experience, but there were huge problems with it, especially when considering what % of the audience couldnt use it happily due to various forms of screen-induced motion sickness. consider complaints of screen-dooring. the difference is night and day, and when you are counting pixels per arc of visual field shit gets gnarly unless you push the numbers up. it is certainly true that valve are pushing the higher fidelity version partly because they are the most pc centric vendor, but everything i have seen indicates that this is a case of huge and actual fidelity gains, unlike the pushing of 2x versus 8x aa etc.
I am honestly thinking 720p upscaled to 1080p via hardware scaler into a low persistence display is going to be good enough to get the job done (note that these devices are not rendering two 720p or 1080p screens, but rather 1 720p/1080p screen that is running in 3DHalf-SBS format, with lots of empty space which is a huge boon to the pixel shaders), such that while PC owners will get the better overall experience, console users will get a very similar one for a fraction of the overall cost or setup frustration.
Unless the morpheus costs 1000 bucks and only 3 games come out for it.
my suspicion is that what they will probably do is have vr specific games that have much lower baseline requirements
stuff like normal mapping doesnt work in vr anyway, so i imagine they will go hardcore basic geometric and sell a lot of the games that way - provide a high fidelity experience that is not trying to be as "realistic"
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syndalisGetting ClassyOn the WallRegistered User, Loves Apple Productsregular
are the VR headsets we are envisioning still fundamentally just monitors for a connected wired/wireless console/PC
or are they bundling graphics/etc hardware onboard
new VR headsets are:
1) a very fast, low persistence single display that is displaying two strangely warped images side by side, that are shown to the end user through two glass lenses that create a very natural single 3D image to the end user.
2) positional tracking hardware that maps subtle head movements to the computer.
These things together are then fed the imagery from a computer / console that has the actual rendering hardware.
SW-4158-3990-6116
Let's play Mario Kart or something...
+1
Options
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
are the VR headsets we are envisioning still fundamentally just monitors for a connected wired/wireless console/PC
or are they bundling graphics/etc hardware onboard
basically really high fps low latency/persistence phone screens stapled to your face in front of a huge contraption of lenses with a bunch of adjustements for interpupillary distance and shit
ok so i pay them 35 dollars and then on safari (on my mac) and on chrome (on my pc) i have a plugin. i create a master password that is hard to guess but that i can remember, and then from now on whenever i'm prompted to create a password i hit a button or whatever and 1password invents one and stores it. how is the file with all this stuf maintained? i keep it on my dropbox or w-e and point the application at it?
how is this different from say keychain
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DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Posts
no idea, it's impossible to predict
the only way to know the winner of that fight would be to see it happen
Im not expecting perfect.
But Tomb Raider: Definitive Edition is also 30 bucks this weekend on XBO, and that game was fucking great even at 60.
I think Thief is getting hated on as much as it is because it is a bad Thief game.
But for people who enjoy 1st person action/adventure stuff, its completely passable so long as you don't compare it to other titles in the series.
Let's play Mario Kart or something...
doesn't really do the 360 launch any favors either, and in no way does it stack up to Gears of War's last entries, Halo 4, Call of Duty: ghosts, Grand Theft Auto, The Last of Us, etc. etc.
Sometime in late 2014 early 2015 DX12 hits the xbox one, and one of the promised effects of this is squeezing some significant performance boosts out of the hardware. Developers with early access talked about it at the recent trade show, and said that in many ways it is like a new launch for the hardware regarding what they can do with it.
Same stuff happened as sony refined their PS3 dev kits... these consoles have nowhere to go but up, and developers will get creative with them over the years to come.
Let's play Mario Kart or something...
Drag an image into the text box you type your post in.
Let's play Mario Kart or something...
do i just need to buy it once and it will work for any browser/os?
how safe should i feel giving all my worldly data to this one company
what are your recovery options, should whatever happen
I didn't think much of the 360 version. Let me know if the XBONE version is fun.
You will need to buy it once per platform. So if you have iOS, you need to buy the iOS version. Mac, the mac version, windows, the windows version, etc. etc. But you can install multiple times per platform if you own, for instance, and iPad and an iPhone.
There are plugins for all the major browsers.
The only "whatevers" that could happen is:
1) You lose your password file due to not keeping a backup, or using a distributed file sharing system like dropbox / iCloud.
2) You forget your 1password password.
If either of those happen, you are obv fucked. But since you are tasked with only having to remember one password ever again, forgetting it is unlikely... and the first option only happens if you are exceptionally reckless / careless.
The company doesn't get ANY of your data! It is stored locally in a highly encrypted file that is only breachable with your one password. This is a major step up from last pass, as they hold a centralized repository database with everyone's stuff in it.
HTH
Let's play Mario Kart or something...
you can when you are dealing with issues of expecting 400% increased fps, even with current visual quality, and pushing that higher quality at a res neither of the two systems is entirely happy pushing (1080p) even at 30 with decent quality
not going to happen, especially when combined with the fact that consoles have traditionally narrowed fov to 60
the valve white paper has a good discussion on the effects of fps when you have a low persistence display:
http://media.steampowered.com/apps/abrashblog/Abrash Dev Days 2014.pdf
i feel like i said or did something i should be cleaning up last night
but i can't find it.
and i don't have to go work for a few hours so nap instead of worry? yes.
What I am saying is that the half-720p shitty dev boxes people have been playing with, that have NOT been pushing 90fps consistently, have been considered the future by almost everyone who has played with one.
Valve also built a multi-million dollar VR test chamber to show off a future nobody could possibly own at home.
I'm gonna wait for commercial product releases and real demos before I buy into the "only SLI'd titans have a chance of delivering this experience" when much lesser machines with shittier headsets have been making people very happy for a year now.
Let's play Mario Kart or something...
yes it's awesome
and the deal they are having now they have the mac and windows bundle combo so you'd have both
it's worth it i've been using it for the last 4 yrs
and yeah you give 0 data to the company
like i keep things like
copy of passport
combos to locks
product license info
etc
http://www.youtube.com/watch?v=lijrCPBC2Gg
compare results of dk1 to dk2
people were happy with dk1 because it was their first experience, but there were huge problems with it, especially when considering what % of the audience couldnt use it happily due to various forms of screen-induced motion sickness. consider complaints of screen-dooring. the difference is night and day, and when you are counting pixels per arc of visual field shit gets gnarly unless you push the numbers up. it is certainly true that valve are pushing the higher fidelity version partly because they are the most pc centric vendor, but everything i have seen indicates that this is a case of huge and actual fidelity gains, unlike the pushing of 2x versus 8x aa etc.
the low persistence/flickering one was pretty interesting to me too
I get here at 8:30 am sharp.
Lecturer ain't here.
I braved the snow for naught!
Oh, wait, he just came in!
Disaster averted!
Check out my site, the Bismuth Heart | My Twitter
I am honestly thinking 720p upscaled to 1080p via hardware scaler into a low persistence display is going to be good enough to get the job done (note that these devices are not rendering two 720p or 1080p screens, but rather 1 720p/1080p screen that is running in 3DHalf-SBS format, with lots of empty space which is a huge boon to the pixel shaders), such that while PC owners will get the better overall experience, console users will get a very similar one for a fraction of the overall cost or setup frustration.
Unless the morpheus costs 1000 bucks and only 3 games come out for it.
Let's play Mario Kart or something...
that runs a bit rich for chu's blood
*withdraws quietly*
hmmm
still p expensive
idk
maybe i'm streaming terrible dj right now if i am its here
are the VR headsets we are envisioning still fundamentally just monitors for a connected wired/wireless console/PC
or are they bundling graphics/etc hardware onboard
never heard of them
but i am not very much of a music snob i just ofund some of those genre names funny
this software will last you for 4+ years, if you have the discipline to use it.
And you will use it every single day for those four years.
And should one site get hacked, you aren't systematically destroyed because you used to same weak password on your email account or social network or something that lets them social engineer-hack everything else.
It's pretty great.
Let's play Mario Kart or something...
my suspicion is that what they will probably do is have vr specific games that have much lower baseline requirements
stuff like normal mapping doesnt work in vr anyway, so i imagine they will go hardcore basic geometric and sell a lot of the games that way - provide a high fidelity experience that is not trying to be as "realistic"
new VR headsets are:
1) a very fast, low persistence single display that is displaying two strangely warped images side by side, that are shown to the end user through two glass lenses that create a very natural single 3D image to the end user.
2) positional tracking hardware that maps subtle head movements to the computer.
These things together are then fed the imagery from a computer / console that has the actual rendering hardware.
Let's play Mario Kart or something...
basically really high fps low latency/persistence phone screens stapled to your face in front of a huge contraption of lenses with a bunch of adjustements for interpupillary distance and shit
pretty swagular
I think the devices track how your head moves, too. You can't get that experience from strapping two little monitors over your eyes.
http://www.youtube.com/watch?v=uMT98U_iilY
how is this different from say keychain
Forgot to say HALF sugar.
OMG. Who likes things this sweet?
What the butt.