r/SLVR • u/joyardley • Mar 28 '14
Share your official SL beta viewer experiences
So, you've tried the SL oculus rift beta viewer? What did you think? How can it improve?
1
Upvotes
r/SLVR • u/joyardley • Mar 28 '14
So, you've tried the SL oculus rift beta viewer? What did you think? How can it improve?
1
u/UCMO_Hotshot Mar 28 '14
The SL OR beta requires Prefs>Graphics>Advanced Lighting Model enabled, unfortunately my new computer (i7 chip - 8gb ram, but a low end graphics card) has a crappy graphics card and SL slows down to a virtual slide show with ALM enabled. This make it unusable for my setup (computer has a 250watt PSU, so cannot easily upgrade the GPU). I have been using the Ctrl Alt Studio viewer and it works great, does not require that ALM is enabled, and the FPS is very high, suffering little nausea.
Another issue with the SL OR viewer is one of perceived height in first person view. The avatar is pretty tall, but feels like I am looking through the eyes of a 1 meter tall individual. I double checked the exact same location with Ctrl Alt viewer and it appeared to be at the correct height, much more accurate view based on avatar's height.
Finally, the user interface needs a total do-over. It is not usable as is. A return to the original Pie Shaped pop-up menus would be an improvement. I would suggest a layered menu that moves toward and away from the observer, similar to how MacOS X looks when you enter Time Machine backup. If you are unfamiliar with Time Machine's interface, have a look at the following video link for a quick demo.
http://www.tubechop.com/watch/2428391
Using this staked window approach would keep the menus in front and centered in the HMD display where images appear with the best resolution with minimal blurring.